Frame time queries return 0 in first person
Partner Rank:
3
Partner Team Reporting:
Everbloom Games
Verification builds:
1.19.40
Summary:
The frame time queries: q.minimum_frame_time, q.average_frame_time and q.maximum_frame_time return 0 when called from the player entity when in first person. This includes other player renderers like the paperdoll, so the only player renderer that can correctly use these queries is the third person renderer.
Impact:
This prevents us from optimizing the appearance of the player in first person according to the framerate.
We intended to use the frame time queries to accurately track time during lag spikes, something q.delta_time is unable to do - but this bug means we can only use them in third person.
Repro Steps:
- Open the provided world.
- If using a release build, open the Animation Editor and look for the variable tracked_time on the player. q.maximum_frame_time(0) is added to this variable every frame that the player is rendered. There is an animation rotating the right arm by this variable.
- Switch between third and first person while observing your right arm, and/or the variable mentioned above.
Observed Results:
The arm does not rotate in first person, only in third. Similarly, the tracked_time variable stays frozen in first person.
Expected Results:
The tracked_time variable counts up regardless of perspective, and the arm rotates in both first and third person. (When fixed, the variable will count up faster while the paperdoll is visible)
Regression Build:
N/A
Screenshots / Videos Attached:
Yes