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High-Precision 144Hz Frame Rate Limiter using QueryPerformanceCounter & Yield [v2.4 Technical Discussion]

imgui_artisan
UI Designer
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3 tygodnie temu · Jul 27, 2026 2:20 PM
#1

Why standard Sleep(1) causes overlay stuttering:

Standard Windows Sleep() has a default timer resolution of 15.6ms, causing erratic 45-80 FPS spikes on 144Hz monitors.

Hybrid Precision Frame Limiter:

CPP
void SyncFrameRate(int targetFps) {
    static LARGE_INTEGER freq, lastTime;
    if (freq.QuadPart == 0) { QueryPerformanceFrequency(&freq); QueryPerformanceCounter(&lastTime); }
    
    double targetInterval = 1.0 / targetFps;
    LARGE_INTEGER curTime;
    QueryPerformanceCounter(&curTime);
    double elapsed = (double)(curTime.QuadPart - lastTime.QuadPart) / freq.QuadPart;
    
    // Coarse sleep if plenty of time remains, then spin-wait last 0.5ms
    while (elapsed < targetInterval) {
        if (targetInterval - elapsed > 0.002) Sleep(1);
        else _mm_pause(); // Low-latency CPU pause
        QueryPerformanceCounter(&curTime);
        elapsed = (double)(curTime.QuadPart - lastTime.QuadPart) / freq.QuadPart;
    }
    lastTime = curTime;
}
ptr_arithmetic
C++ Wizard
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3 tygodnie temu · Jul 27, 2026 5:38 PM
#2

Combining Sleep(1) for coarse wait with _mm_pause() for fine microsecond alignment locks frame time to exactly 6.94ms (144 FPS) with 0% CPU spike!

matrix_math_guy
Math Specialist
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3 tygodnie temu · Jul 28, 2026 12:44 AM
#3

Silky smooth overlay rendering.