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Doom3 -- Capped at 60 FPS?

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What I can't seem to find is *why*.
Carmack didn't want interpolation issues caused by rounding.

60 but at 90 you probably would not of even picked up on it. Its a proven fact you can't see the difference
Rubbish.

Hmm let me see. TV runs at around 30 frames per second, yet I don't see any lag or stuttering at all there. It just seems to me that its common sense people knew that...
:roll:
 
Originally posted by: BFG10K
What I can't seem to find is *why*.
Carmack didn't want interpolation issues caused by rounding.

60 but at 90 you probably would not of even picked up on it. Its a proven fact you can't see the difference
Rubbish.

Hmm let me see. TV runs at around 30 frames per second, yet I don't see any lag or stuttering at all there. It just seems to me that its common sense people knew that...
:roll:



Don't listen to BFG10k....he doesn't know anything about the Doom series.
:laugh:
 
the physics enginge updates 60 times per second. and carmack wanted to get rid of that Q3 bug when you could jump further and so on. Thats why its capped.
 
And for you 'nobody can tell the difference over 60 fps' types, I direct you to FPSCompare, a handy little programme written precisely for this sort of argument 😉

60 fps does look smooth until you compare it to something better. That doesn't mean that 'it's a proven fact' that you can't tell the difference.
 
74fps example

This is a screenshot of one of the guys you leave behind...

I have the same screenshot with a 'shift' of the flashlight closer to the head, giving me 45fps.

I even see over 100fps in the timedemo also,,,
(briefly)
 
It doesn't matter what the human brain/eye can see. The fact is that your game could run at 1,000fps, but your monitor still only refreshes at 60hz (or maybe 75 or 85 or whatever, but there's a limit.)
 
I hit 4000 fps yesterday when a level was loading once..
Usually towards the end of the 'idiot meter' ,,, my fps jumps to 1333 fps breifly.
 
Doom 3's animations are keyframed at film rate, or 24 Hz. The world simulation, (physics) runs at 60Hz exactly, no more, no less. I guess they figured interpolating animations and object positions at more than 60Hz was a waste, since the difference between successive frames is tiny. The sound runs in a separate thread, so the frame capping may also help synchronize things.
 
Originally posted by: igloo15
you may think you can but you can't its all in your mind if no one had told you that it was at 60 but at 90 you probably would not of even picked up on it. Its a proven fact you can't see the difference.

Thanks a lot lol... now I can live out my life in peace; realizing that I am really an android who can tell the difference between 60 and 90 fps. By the way... slam a TV 18 inches in front of your face and decide after 2 minutes if 30fps looks amazing!

We'll I've fooled with all sorts of stuff (com_maxFPS xx doesn't work), "seta r_display_refresh" gets wiped out of your config file if you try to put it in there (works for other similar engine games) but I can't get higher than 60fps in-game (even though my refresh rate is 100Hz).

Thanks for the insights on "higher framerate causing physics anomilies" - that's the sort of thing I can at least live with. I just was looking for the *why*.

As for how some people are actually getting > 60 fps in-game, there must be some tweaks available to disable the cap I haven't been able to find yet. I'm really not too concerned as my 9800 Pro is giving me 46fps @ 10x7, High Quality (Timedemo)
 
To put it simply, he's from Texas. No offense, I don't know why, cause he's an idiot. Why would you limit too much of a good thing?
What a stunningly inept response.

I wonder how that makes sense.
It's all related to interpolation and rounding. If you understood the topic before mouthing off at everyone you'd be in a far better position.
 
Originally posted by: Mullzy
As for how some people are actually getting > 60 fps in-game, there must be some tweaks available to disable the cap I haven't been able to find yet.

I didnt set anything.
It ran this way since I installed it.
 
The thing that so often gets overlooked when people discuss the 30 fps of television video or 24 fps of film versus 60 fps in a videogame is that by the very nature of their design, videotape and film pick up motion blur for moving objects in the frames. This motion blur helps your brain to "smooth out" the motion, making even 24 fps (for film) seem smooth.

Direct3D games, on the other hand, don't add motion blur to objects as a rule. (I suppose someone may have written an engine that does this at some point, but it would be rather processor-intensive to say the least, since to my knowledge there is nothing built into the HAL for automatically determining motion blur, so it would have to be software-intensive.) The absence of any motion blur causes differences in the position of any moving objects to be much easier to pick up, even at higher framerates (this is especially true when the camera is yawing, since then every object on the screen is effectively moving, and rather quickly in fact).

I don't think one can put a limit on a framerate that is "smooth" without motion blur, because you can always move things across the screen a little bit faster to re-introduce the appearance of "jumping", although there is probably a practical limit above which jumpiness could only be forced through abnormally exaggerated movements.

I've personally never found any game with an fps of 30 or better to be at all bothersome, so I don't expect to have any complaints about a limit of 60 in Doom 3 (once I finally get a look at the hopefully forthcoming demo). Heck, my brand new A64 3000+ and Radeon 9800 Pro probably won't be able reach anywhere near 60 in D3 at 1024x768 anyway.

If someone can offer info to contradict my statement that motion blur isn't available in Direct3D, BY ALL MEANS tell me about it, because that would be information I might be able to use someday. 🙂
 
I think Carmack said in an interview that the game is programmed to update the game world 60 times a second, so if you were running at a higher frame rate it would just be rendering identical frames.

Personaly i don't think anyone can see more than 60fps. The people that claim they can have just convinced themselves so because they WANTED it to look smoother, cause it makes them feel l33t or proud of their l33t computer.
 
It's all related to interpolation and rounding. If you understood the topic before mouthing off at everyone you'd be in a far better position.
I know my responses suck. It just never seemed to be an issue before.
 
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