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Name the game's frame-rate ceiling as a period of its own, frame_step_ceiling_ns, for a pacer that hands the limit over.
When Reflex holds the frame limit with DLSS Frame Generation, the game's pacer is to keep only the rate the game's code survives (240 a second; the quick menu read address 0 at 640 to 700), so that a limiter that lets go, or one that counts other frames than the game's, cannot run the game past it. frame_step_ceiling_ns gives that period from LIMIT_FREE_MAX_HZ, or LIMIT_MAX_HZ for a build with the fps60 or realtime patch set; frame_step_cap_ns is left as it is. tests/frame_step_check.c checks 4166666 ns for a game stepping by the clock; frame_step_check passes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -182,6 +182,9 @@ int main(int argc, char **argv) {
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int mean = argc > 1 && !strcmp(argv[1], "mean");
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if (mean) steady = "0";
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frame_step_init();
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// the pacer's period while Reflex holds the limit (vk_dlssg.c vk_dlssg_pace): 240 fps for a game stepping by the clock
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CHECK(frame_step_ceiling_ns() == 4166666, "the ceiling of a game that steps by the clock: %llu ns",
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(unsigned long long)frame_step_ceiling_ns());
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float one, cut0;
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memcpy(&one, page + 256, 4);
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memcpy(&cut0, page + 260, 4);
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