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Refactor PresentThread for configurable timer loop (Spiky frametime fix) - #65
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Improve frame timing behavior in videoOut.cpp.
Jetsku
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Oct 20, 2026
…LANK PR #65 replaced the present thread's relative timeline for every game. Its absolute timeline skips a missed vblank instead of repaying it, so games that pace from vblank counts see fewer vblank and flip events whenever the presenter overruns; the old catch-up kept the average rate exact. That is a behaviour change worth an A/B per game, not a default. KYTY_PRESENT_ABS_VBLANK=1 (live switch, default off) selects the PR's timeline and its immediate-mode flip polling; unset, the loop is the old relative one, unchanged. The timeline now restarts when the switch turns on or the refresh rate changes (the PR kept its origin and index across a rate change, which shifted every later deadline), and the relative wait is reset when the switch turns off. KYTY_PRESENT_UNLOCKED is independent: it only changes FlipQueue::Flip, which both timelines call. Co-Authored-By: Jetsku <59046009+Jetsku@users.noreply.github.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Improve frame timing behavior in videoOut.cpp. Fixing spiky frametimes.