by Medicris » Tue Feb 13, 2018 2:01 pm
In my experience, it's a lot better to set the max FPS to something that's not exactly 60 to avoid that odd hitching you're speaking of. Try 61, 62, 59, or what I ended up using for games, 70. It helps that 70 is double 35, as explained below.
70 seems to be the best compromise between how visible the tearing is. It's a lot worse and when it's in roughly the same spot or the tear slowly and visibly moves downward, like with max 61 or 62.
The physics simulation actually runs at ~35fps at all times, but the engine interpolates these as a part of its unlocked framerate feature. Input polling is still technically 35fps in the "physics" simulation, but it accepts and displays all input inbetween those frames. As a result, whether capped or uncapped, your mouse input will feel responsive.
Edward wrote a more technical post on this, visible here:
viewtopic.php?f=4&t=47296&start=15#p874957
In my experience, it's a lot better to set the max FPS to something that's not exactly 60 to avoid that odd hitching you're speaking of. Try 61, 62, 59, or what I ended up using for games, 70. It helps that 70 is double 35, as explained below.
70 seems to be the best compromise between how visible the tearing is. It's a lot worse and when it's in roughly the same spot or the tear slowly and visibly moves downward, like with max 61 or 62.
The physics simulation actually runs at ~35fps at all times, but the engine interpolates these as a part of its unlocked framerate feature. Input polling is still technically 35fps in the "physics" simulation, but it accepts and displays all input inbetween those frames. As a result, whether capped or uncapped, your mouse input will feel responsive.
Edward wrote a more technical post on this, visible here: https://forum.zdoom.org/viewtopic.php?f=4&t=47296&start=15#p874957