DOOM III to be capped at 60 fps 57
StupidKatz writes "The Inquirer reports that DOOM III will be capped at 60fps, primarily to prevent certain exploitations of the game engine (reminiscent of Quakers that could jump higher, etc.). Although the game's graphics challenges most cards to keep up with the 60fps figure, what might this do to ATi and Nvidia sales figures, considering that the next DOOM incarnation is set to be the next heavyweight graphics upgrade reason? More importantly, might this possibly keep the anticipated price drop for the previous vid card generation at bay? The horror... On a more positive note, it is good to see designers anticipating problem exploits - no one likes a mutiplayer cheater." H : Sorry; it's a dupe. My fault.
Re:Repost? (Score:4, Funny)
Don't worry, it was only the single biggest-interest Games story in weeks. Noone will have noticed.
Dupe (Score:1, Redundant)
Re:Dupe (Score:2, Funny)
Re:60fps ? lol (Score:1)
and if you believe that, you are full of shit.
30 fps is just above the minimum to see fluid motion. The maximum has been charted as somewhere in the hundreds or thousands, and can vary a great deal from person to person.
That being said, when playing a video game, the minimum for fluid motion is all that's required, but for best results you'll want a steady framerate, which varies very little.
I think a lot of p
Re:60fps ? lol (Score:2)
Why would anyone want to ask a bunch of pasty face adolescents with no life anything about anything??
Re:60fps ? lol (Score:3, Insightful)
about the only way you're going to get 100fps in most modern games is to shut off all graphical detail and play in about 800X600. if you're playing with that level of detail, there's no real reason to play any of the new games. quake II, halflife and all the mods for them will give you everything you need.
Re:60fps ? lol (Score:1)
While I agree that 60 fps is fine, I have to take exception with the 'most monitors dont support 100fps, anyways' portion. I'm currently running at 1280x1024@32bpp @100Hz, so 100 fps would be just fine (and make it 120-150fps just to make sure the v-synch has new frames every time).
about the only way you're going to get
Re:60fps ? lol (Score:2)
I meant that if all you're looking for in games is a blazingly fast frame rate, you don't need games that have all the bells and whistles; the classics will serve you just fine. now, if you appreciate all the amazing things that they're doing with graphics engines these days, you're going to have to take the hit on frames per second. while some people can afford to keep SOTA so as to have all the graphics op
Re:60fps ? lol (Score:1)
Anything that 'tops out around 60-85' is doing so at the highest resolutions it supports. Most people don't play games at the highest resolution possible, unless they are playing older games. In the case of high-end 19" CRTs, this means that 85Hz is
Doesn't matter (Score:2, Redundant)
Remember those screenshots that were accidentally on medium quality? Even with the latest cards nobody will be able to turn the graphics all the way up and have a ste
better for me (Score:1)
Re:Doesn't matter (Score:1)
Ah, it is spring again, enjoy the endless cycle of nature!
No Cap Mode (Score:2)
Stupid waste of all that GPU power... (Score:2, Interesting)
More to the point though (on FPS limiting) - can someone with GPU/DirectX internals knowledge explain why doesn't a game (or a GPU) that realizes its churning more than the 30fps that the human eye can discern dynamically (and automatically) enable FSAA (AntiAliasing) and/or
Re:Stupid waste of all that GPU power... (Score:2)
Switching FSAA on and off would look weird, you want to keep it consistent! If anything it's keep everything high unless it's about to go god awful slow then kill things off so it's atleast playable.
Why jumps are connected to FPS. (Score:1)
Re:Why jumps are connected to FPS. (Score:2)
I don't believe this is the problem with Doom III, using the frame rate as a timer is the dumbest thing a game programmer can do, because, as already pointed out, fraem rate may vary between clients.
Anyway, check out the Quake / Quake II engines source code, both use real time as a timer.
So I doubt this is the reason behind it, any body has more info or something?
Re:Why jumps are connected to FPS. (Score:3, Informative)
No, that's pretty much the problem.
Re:Why jumps are connected to FPS. (Score:2)
Re:Why jumps are connected to FPS. (Score:1)
Re:Why jumps are connected to FPS. (Score:2, Interesting)
while (true)
update_player_position()
render_frame()
done
This calculates the details and spits out the frames as fast as the graphics-card can draw them. The problem is in update_player_positions() - Computers are of course finite precision. Consequently round-off errors occur as soon as you approximate real world physics. Since numerical errors are cumlative, updating the position every frame can produce different results depending on
Re:Stupid waste of all that GPU power... (Score:3, Informative)
It has to do with dynamically calculating the height of the jump and the rounding of floating point numbers during movement (which is calculated per frame). It's not that the jumps are unreasonable, in fact either everyone should be able to perform the jumps or no one shoul
Re:Stupid waste of all that GPU power... (Score:1)
Furthermore, let's for arguement's sake forget 30FPS, and instead use N as the fps value above which we can no longer discern a smoother picture.
My point, however, remains. Consider the following two points:
A. There _is_ redering power wasted.
B. There _are_ more useful things to do with it than render frames I cannot discern.
What you said does not adress the why/why-nots of
Re:Stupid waste of all that GPU power... (Score:2, Insightful)
Furthermore, let's for arguement's sake forget 30FPS, and instead use N as the fps value above which we can no longer discern a smoother picture.
You would actually need 2 values:
N being the point at which FSAA is enabled
M being the point at which FSAA is disabled
and these values would have to be user-configurable. So, if the framerate goes over N while you have FSAA disable
60 + 60 = 120 FPS!! (Score:2, Funny)
Sweet!!!!! Thank you Hemos!
60 fps? (Score:2)
640kb primary memory... i mean 60 fps should be enough for everyone!
Dupe. (Score:2, Funny)
-K
Re:Dupe. (Score:2)
Dupes are theoretically capped... at (# of "editors") + 2.
(I added 2 because I figured Timothy and Michael could conceivably post a dupe of something they already posted...)
Sorry about the dupe (Score:1)
Re:Sorry about the dupe (Score:2)
Re:Sorry about the dupe (Score:1)
Re:Sorry about the dupe (Score:1)
game tic not frame rate. (Score:3, Informative)
The difference is the ai/physics/game rules will be updated at 60hz, whilst the rest(sound video) could be updated at a different rate.
The benefits for the fixed rate are a few. It is almost very similar to having your elapsed time calculations between frames being fixed.
The biggest advantage of it is in terms of game play. You can be garaunteed that most players will see a very similar game world each time they play. For example imagine there is a slide which the character has to run down. Then there is a big hole in the ground which the character has to jump over onto a platform past this hole. With a fixed tic rate you can place the platform at such a place that the jump must be timed just right. That is the player will not make the jump unless they jump right from the end. But with a variable tic rate you can not be sure that the player will be able to be at that exact position. Time may move too fast and they may miss the perfect jump location.
Another important reason to have a fixed tic rate is so that motion looks smooth. There is no point in having all animations being updated 300 times a second in one room, then pause for a quater of a second. It would look jerky.
It can simplify calculations. Allthough this doesn't really matter too much for someone writing a fairly complex physics simulation like they are. But making sure every thing is done within 1/60th of a second is simplified if you know that rate is fixed. If there is time left over you can do some preprocessing for the next frame if you want.
Having a slower than maximum tic rate can also allow you more time to render a purty scene, calculate nice interactions with the world etc.
Have fun!
http://www.holepit.com/ [holepit.com]
Re:game tic not frame rate. (Score:1)
The article linked here is very short on information (and actually quite incorrect on a number of statements), but the earlier article quoted the framerate cap specifically, with the quote in this article as explanation for the reason why the cap was made:
The game tic simulation, including player movement, runs at 60hz, so if it rendered any faster, it would just be rendering identical frames
The article stated 'no more no less', which is just wrong, as no
argh!!! (Score:1)
Run for the hills! The end times are upon us!!!
Doom I & II also had this... (Score:2)
Re:They did this because of Xbox (Score:1)
Re:They did this because of Xbox (Score:2)
And on an interlaced TV screen thats how much use exactly? Or are you suggesting that they send some
magic signal down the cable that makes the TV electronics suddenly switch into a hidden non-interlaced mode?
cheat? (Score:1)
Is it a cheat if the only thing it requires is skill, without any modification to the game?
Why 60 FPS? (Score:1)