//[T.0.P]//
Limp Gawd
- Joined
- Mar 20, 2006
- Messages
- 246
The id engines are a bit different from most other game engines, most game engines simply re-calcuate the state of the game world at the rate you're rendering at, as soon as one frame is finished the game engine re-calculates the world states (the position of entities like enemys and in flight rockets etc) then draws the next frame
In the id engines they have a tic rate which is a fixed rate at which the game state is calculated, internally this is 60hz for games like doom 3. The frame rate is capped at 60fps because trying to render more frames would be pointless since none of the objects in the scene will have updated their positions the frame rendered would be exactly the same so you'd end up with an identical frame which is just a waste of time.
If they're considering a ticrate of 30 thats probably due to technical limitations of the platforms they're going to work with, or put another way consoles are crap and run slower![]()
The concept would definitely change if the model animations were rendering at more than, say 60 frames? I record in-game demos, and I can see where entity updates are limited to the actual world(Or anything that is not animated). One way to tell is to look at frame by frame, or put the video in slow motion.
For instance, let's say that a character's model animation for the jump event is like a total of 120 frames. If I wanted to recorded every single frame of that jump, I would have to have the gaming running at least 120fps, and a monitor refresh @ 120Hz to capture all of those frames... Does that sound right?