Originally posted by: xtknight
Originally posted by: monster64
But then wouldn't it also throw the game out of sync if someone playing doom3 got 40 fps maximum, if the game was designed at 1/60 of a second intervals?
Nope, 60 FPS is the maximum, it's not a set static rate that you must hit. The reason FPS is capped is because different subsystems (video, audio, network) work faster than others. For instance, your graphics card may be able to calculate a whole scene worth of video at 60 FPS, while your CPU can only calculate the physics for that scene at 40 FPS. The game will thus wait for the CPU while the video processing has already completed. Less efficiency already. Not to mention all this will cause your subsystems to go all out of sync. It doesn't make sense that that guy you shot off the balcony has his body all jerky falling down (~40 FPS) while the water in the scene is flowing at 60 FPS. With it synchronized at a 40 FPS cap, the body's animation is in sync with the flowing water. They architect the games with FPS caps in mind. Their physics better not be more advanced than their video, or else you risk your game suffering asynchronization. However, it's almost unnoticable if a body is falling at 40 FPS and your video is being updated at 60, so they don't worry about it too much. It definitely varies per situation, though. When physics processing is operating at a speed disadvantage, bodies that require more precision will look more jagged/out-of-sync than those which don't.
In Doom 3 particularly, the main reason they did it was to synchronize physics with video. On "trick jump" maps in games like Quake 2 and 3, people had to change their maxfps to perform different jumps because they all required a different physics rate. That got annoying.
Why 60 and not 80 FPS? Not certain, but most people consider that the "minimum playable rate", and others claim that's all your eyes can discern (
not me). It's a good intermediary value (minimally playable but still no power being wasted).