Originally posted by: TheSnowman
Originally posted by: Smilin
Originally posted by: RyanVM
The main problem one gets with Vsync on is that framerates have to be in multiples of the refresh rate. We'll use 85hz as an example. Say your monitor can't display at 85fps. What then? It goes down to the next whole multiple, in other words, 42.5fps - two frames refreshing on the monitor for every frame in the game. If it can't keep up with that, down to 21fps. That's where choppiness can happen as I understand it - when your computer is forced to seriously drop framerate in order to sync up with monitor refreshes.
If anybody knows about this better than I do, feel free to correct me, but I'm pretty sure this is how things work.
I'm fairly certain you are correct.
like i said he is wrong, try looking into what i said if you want to be certain of something that is true.![]()
Sorry - He's much closer to the truth than you are. Checkit
As for nailing the Megahealth jump on DM13 in Quake III - you can find certain lower framerates that will allow you to do the jump but it's just because you happened to hit a "sweet spot" in the physics engine. It takes your smooth parabolic flight path when you jump and basically cuts bevels into it. The more fps, the more bevels. As an extreme example if you get down to around 2 fps your flight path will resemble half an octagon. There are several 'framerates' that will allow you to pull off the jump but once you get over about 125fps your flight path is close enough to a smooth parabola that every framerate above it will work.
Bah! This is all making me itch for a game and I'm stuck here at work!