Doom 3 capped at 60 fps.

CTho9305

Elite Member
Jul 26, 2000
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They didn't have to lock the framerate to do that, but there is no benefit to not locking it since you can't see >60fps anyway.... so who cares?
 

Barnaby W. Füi

Elite Member
Aug 14, 2001
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Originally posted by: CTho9305
there is no benefit to not locking it since you can't see >60fps anyway.... so who cares?

I don't think that's really been proven. I've seen good arguments both for and against that.
 

Nothinman

Elite Member
Sep 14, 2001
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I don't really see the big deal anyway, I cap my fps in Q3 so it doesn't jump around a lot. It's much better to have a consistent low framerate than an erratic sometimes really high one.
 

Smilin

Diamond Member
Mar 4, 2002
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Strafe jumping isn't directly tied to the framerate so I don't think that will matter much but...

1. an fps cap is speculation at this point
2. It's likely that movement speed in D3 will be slowed considerably to match the pace of the game so strafe jumping might not really be available or even useful.
3. any talk about q4 is major speculation since it's only known to use the d3 engine at this point, no word on the pace of the game (will be single player focused though)
4. If they want strafe jumping available the physics engine will allow it regardless of the rendering engine. Strafe jumping started as a bug but that bug was fixed long ago and the code modified to continue to allow it.

I can easily see past 60 fps. I fade somewhere between 80 to 110.
 

CTho9305

Elite Member
Jul 26, 2000
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Originally posted by: BingBongWongFooey
Originally posted by: CTho9305
there is no benefit to not locking it since you can't see >60fps anyway.... so who cares?

I don't think that's really been proven. I've seen good arguments both for and against that.

There are demos you can use, which are usually used by me to show that 30fps isn't enough ;). I guess if you spin really fast, a bit over 60 helps, and doom3 is the kind of game where you'd do that.
 

Ferocious

Diamond Member
Feb 16, 2000
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One thing I know for certain is....

There were several key jumps that I simply could NOT do in Quake 2 with my Voodoo 2 card.....that I could end up doing when I got my Voodoo 3 card.
 

AmericasTeam

Golden Member
Feb 4, 2003
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Originally posted by: Ferocious
One thing I know for certain is....

There were several key jumps that I simply could NOT do in Quake 2 with my Voodoo 2 card.....that I could end up doing when I got my Voodoo 3 card.

Voodoo cards

"Mem'ries,
Like the corners of my mind
Misty water-colored memories
Of the way we were"


 

bjc112

Lifer
Dec 23, 2000
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Originally posted by: Nothinman
I don't really see the big deal anyway, I cap my fps in Q3 so it doesn't jump around a lot. It's much better to have a consistent low framerate than an erratic sometimes really high one.

But when pushing 300+ and it doesn't make a difference. Even if it drop in to the mid 100's..
 

Nothinman

Elite Member
Sep 14, 2001
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But when pushing 300+ and it doesn't make a difference. Even if it drop in to the mid 100's..

Yes, it can. A sudden drop from 300 to 100 will throw off your movement/aiming timing and if you're trying to be accurate it can cause annoying problems.
 

Smilin

Diamond Member
Mar 4, 2002
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Originally posted by: Nothinman
But when pushing 300+ and it doesn't make a difference. Even if it drop in to the mid 100's..

Yes, it can. A sudden drop from 300 to 100 will throw off your movement/aiming timing and if you're trying to be accurate it can cause annoying problems.

Yeah...that's true methinks. I usually use /com_maxfps 125 and it pretty much stays pegged there without changing.
 

Renob

Diamond Member
Jun 18, 2000
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but there is no benefit to not locking it since you can't see >60fps anyway.... so who cares


When are people going to learn that maybe you cant see 60fps but you can sure as hell feel it.

Play Quake 3 at 60 fps then crank it up to 160 and tell me you dont feel a big change!
 

BFG10K

Lifer
Aug 14, 2000
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If he's simply capping the engine then it's nothing new as the game's internal calculations should alwasys run at a fixed and constant speed and they shouldn't be tied to the framerate at all.

If he's also capping the renderer then that could cause problems, especially if the cap is detrimental to the minimum framerate like vsync is.
 

rbV5

Lifer
Dec 10, 2000
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I still don't understand the benchmarks if it is capped. Do they uncap it for the benchmarks? Why cap it then?
 

BFG10K

Lifer
Aug 14, 2000
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I suspect you'll be able to fully control/disable the setting like Quake III's com_maxFPS setting allows.
 

ViRGE

Elite Member, Moderator Emeritus
Oct 9, 1999
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While there isn't enough information to make a definite conclusion, here's the best guess of what's going on:

* The game engine's "tic" rate(that is, the world update rate) is being locked at 60hz, or 60 updates a second
* Quake 3 and before this had a lower rate(closer to 20hz)
* A video card can only render a different frame when it has different information to work with
* Quake 3 allowed for additional frames by using interpolation to guess what's happening between tics, and render based off of that
* Doom 3 will not use interpolation; this is because interpolation causes <100% accuracy in movement, resulting in things like "better" jumps in Q3 when you were doing more than 90FPS, where this errors added up
* Because Doom 3 will not use interpolation, there is an absolute maximum of 60 different world states in a second, meaning that there are a maximum of 60 different frames in a second
* Because there can only be 60 frames, you lock the framerate at 60 seconds so that you don't get bursts of repeated frames, resulting in uneven flow(Q3 was always even because of interpolation)

D3 is not a "twitchy" shooter mind you, so even though some people may be able to feel a difference, it does not mean it will be as noticable in a slower-paced game. Oh, and as for benchmarks:

* The typically benchmark method is to either playback a scene, rendering as many frames per second as possible; this relies on interpolation also(since a playback also has tics). The alternate way is to simply have a set number of frames(, and render those back as fast as possible(by having each tic progress after a frame is rendered, instead of basing it on a clock); this is what a D3 benchmark would do
 

bandana163

Diamond Member
Jul 2, 2003
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Doom 1-2 have a cap of 35 and they run at the required speed even now, not at 1000+FPS.
I find 35 FPS absolutely enough for DooM. DooM III will have a pretty high cap IMO, the gameplay will be most likely slower than in Q3.