Can we get a frameskip feature?

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invictius
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Can we get a frameskip feature?

Post by invictius »

I know this is essentially useless but I want to emulate the kind of experience that most people had playing the original exe, when constant 35fps just didn't happen for people unless they installed the game on their $15,000 school computer... I'm told that 15fps back in '93 was considered optimal performance.
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Slax
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Re: Can we get a frameskip feature?

Post by Slax »

vid_maxfps
Maybe enable cl_capfps and nomonsterinterpolation too.
invictius
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Re: Can we get a frameskip feature?

Post by invictius »

Slax wrote:vid_maxfps
Maybe enable cl_capfps and nomonsterinterpolation too.
Any way to make this dynamic, as in, only kicks in with a lot of monsters on the screen?
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Caligari87
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Re: Can we get a frameskip feature?

Post by Caligari87 »

If you're that invested in authenticity, play vanilla Doom in DosBox and turn down CPU cycles. GZDoom isn't really meant to be a retro Doom-as-it-was emulator.

8-)
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wildweasel
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Re: Can we get a frameskip feature?

Post by wildweasel »

Alternatively, shop your local Craigslist listings, garage sales, or thrift shops for an old computer.
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leileilol
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Re: Can we get a frameskip feature?

Post by leileilol »

PCem can nail the relevant spec in mind with an acceptable-enough accuracy.



Alternatively you can buy a Pi and try Chocolate Doom on Raspbian Stretch. It's atrociously slow.
invictius
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Re: Can we get a frameskip feature?

Post by invictius »

leileilol wrote:PCem can nail the relevant spec in mind with an acceptable-enough accuracy.



Alternatively you can buy a Pi and try Chocolate Doom on Raspbian Stretch. It's atrociously slow.
Hmm, I already tried x86box (pcem with more friendly gui) and couldn't run doom at full speed even by telling it to use the fastest cpu settings. Not that I want fast all the time, but it was slow all the time.
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