Does FPS affect real time?

impactdax

n00b
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Jul 23, 2007
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Another noobie question:

I am very new to gaming, so I am wondering if fps affects real time. In other words., if I am doing something in a game that the developers intended to take 10 seconds in real time (such as run 100 meters); will this something be done in 10 seconds at 30 fps, but in 5 seconds at 60 fps or 20 seconds at 15 fps? I am assuming that games have some sort of mechanism to calculate real time and keep that game working at the same real time speeds regardless of fps, but I don’t know.
 
It used to be the way you described back in the days of the 386 (ok, now I feel old..^^; ) we had a Turbo button to change the CPU clockspeed to keep games from running to fast.

Nowadays fps is independent of gametime, it only affects how many steps in you see of the action. 30fps 30pictures showing a one second long action in one second 60fps 60pictures doing the same only in more detail making the movement look smoother.
.. you still might experience the time hanging if your sys can't cope with the calculation/memory but that's a different story.
 
Wow you really are new to gaming. This phenomena ended long ago thankfully. I remember attempting to play some 2D games designed for the 286, 386, 486, etc... When trying to play them on something like a Pentium (the mother of all processors) at the time, things would move at 3 million miles per hour and it was not physically possible to play. :D
 
as they said. Simulation time is independant of render time.
BUT
in games like SupCom, simulation time can still be slowed by its own processes *cough* 30 minute gametime taking an hour realtime*cough cough* and lack of enough CPU to allow realtime sim calculations.
 
Now it doesn't work like that. Now FPS is simply what you see on displkay, it has absolutely nothing to do with gameplay, unless you class smooth graphics as part of gameplay, or graphics.
 
Another noobie question:

I am very new to gaming, so I am wondering if fps affects real time. In other words., if I am doing something in a game that the developers intended to take 10 seconds in real time (such as run 100 meters); will this something be done in 10 seconds at 30 fps, but in 5 seconds at 60 fps or 20 seconds at 15 fps? I am assuming that games have some sort of mechanism to calculate real time and keep that game working at the same real time speeds regardless of fps, but I don’t know.

The way it works is multiplayer games skip rendering frames at the point of a slowdown (hence the choppiness), because otherwise a slow system in a game server could slow down the game speed for all players, seemingly randomly. So the idea is, instead of making the others pay and risking syncing issues, you pay the price for your own slow system. This is especially the case in FPS's.

As a previous poster said.. Supreme Commander does halt the game and slowdown gameplay when slow systems are involved (which may mean it is not following this method, but it is in the minority).
 
The only games I can think of that still work like that, are games based off the Doom3 engine, and COD2. I looked up the console commands for both and changed the tick rate. VROOOM!!:D
 
The only games I can think of that still work like that, are games based off the Doom3 engine, and COD2. I looked up the console commands for both and changed the tick rate. VROOOM!!:D

Tick rate has nothing to do with FPS. Tick rate refers to the engine's own internal timing system (independent of FPS) so of course raising the tick rate would increase the speed of actions within the game. Maybe you got confused because Doom 3 engine based games tend to be FPS-capped to 60 out of the box? You can remove this cap without screwing up game speed, though.
 
It varies, normally the fps has nothing to do with game speed, but with some older games the two are linked, not sure if you can find any newer games that work like that, but i remember a few older that had game speed linked to fps.
 
Tick rate has nothing to do with FPS. Tick rate refers to the engine's own internal timing system (independent of FPS) so of course raising the tick rate would increase the speed of actions within the game. Maybe you got confused because Doom 3 engine based games tend to be FPS-capped to 60 out of the box? You can remove this cap without screwing up game speed, though.

Of course theres no point in actually doing this because you just end up with duplicate frames, if the logic doesnt change between 2 frames then the frames are identical.
 
Oh yeeesss!!!! I'm all set!! All of us "Super Lanboy" owners rejoice!! We already have a turbo led on our cases, everybody else is SOL!
 
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