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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-30 01:55:20 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-30 02:31:58 -0400
commit0218eacfd560d0ce48b3ffe64d279ee85bbf1347 (patch)
treecbe764aa642b55cae06e94f15bd0e16f234e6052 /src/input_common/main.cpp
parent08be623a271d13b66497a98265f6832e9aa2c0d0 (diff)
nx2: run the guest counter at 31.25 MHz for Switch 2 titles
The Switch 2 counter runs at 31.25 MHz and its SDK converts ticks with that constant: Mario Kart World's sdk builds 31,250,000 in nn::os::GetSystemTickFrequency, TickManager::ConvertToTimeSpan and TickManager::ConvertToTick (19.2 MHz appears nowhere). Eglantine counted at the Switch 1 rate for every title, so every tick-based time in a Switch 2 game was off by 1.63x: elapsed times read short, and a deadline of one 60 Hz frame converted to ticks waited ~27 ms. The wall clock now has a guest counter frequency, set at boot: 31.25 MHz for Switch 2 programs, 19.2 MHz otherwise, EDEN_NX2_CNTFRQ=<Hz> to force one. CNTPCT reads, CNTFRQ_EL0, svcGetSystemTick, thread tick counts and the time services' tick conversions follow it, and the CNTPCT spin detection keeps its ~1.7 us threshold. Mario Kart World, title screen and attract demo, 180 s, same build: frame times unchanged (17-19 ms once warm), process CPU time 848 s instead of 930 s.
Diffstat (limited to 'src/input_common/main.cpp')
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