Re: [Algorithms] Game loop timings
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From: Alen L. <ale...@cr...> - 2005-04-09 07:01:13
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> Hard-code PC FPS players will turn off vsync at all, right? As I was told by one, they will turn vsync _on_, make sure machine runs exactly at e.g. 60 fps and then use a PS/2 mouse with custom driver so they can tune mouse sampling rate to be multiple of 60Hz, like 240Hz, or something, IIRC. This gives them guaranteed fixed (and very low) latency. > Do you find there's a market for hard-core FPS players these days? Yes, their time is passing, but they are still able to make much noise. If you know what I mean. > Do you think the 20 Hz command rate has something to do with it? > I think that with a fast physics rate/command rate, that'd be solved. Yes, of course. 20Hz was a Bad Idea. Just making a point of why input latency is bad. ("Moral of the story: don't introduce latency where you don't have to.") Triple buffering adds one frame of latency, so that's why triple buffering is not a good solution to smooth out CPU spikes caused by different number of physics steps between two frames. Better solution is not to have CPU spikes, if possible. :) > The damaged AI is going to make a new decision about what its goals > are a few steps later, yes. Most humans don't have infinitely fast > reaction times, after all :-) If you damage something enough to kill > it, well, death doesn't need lots of cycles (mostly just queuing > notification messages). Is yours different? LOL, that's true alright. :) I was referring to the parts of AI that deal with animation and physical/input response (double jumping, rocket jumping, etc.), not decision making. > Fair enough. Hopefully now "igrok" (the original poster of this thread) > has enough data to support his decision one way or the other. Correct. Cheers, Alen |