For some reason, it seems model interpolation seems to interpolate at 35fps, even though it should be uncapped. It's also not smooth, it's very jittery in some cases.
Try Gene-Tech for example. (Link: viewtopic.php?f=47&t=46718) The Super Shotgun, Shotgun, and Machinegun have interpolation, and there's nothing about their frames in DECORATE that should make them jittery, but they are for some reason (especially in the idle and firing anims). Also, in my own mods, all of my models seem to be interpolating at 35fps, even though it should be looking much smoother. It's very jarring when combined with the uncapped weapon bob.
[3.3.2] Model Interpolation capped in uncapped FPS.
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Re: [3.3.2] Model Interpolation capped in uncapped FPS.
I've reported this before but to be honest, I'm unsure if this is a bug or a missing feature...
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Re: [3.3.2] Model Interpolation capped in uncapped FPS.
Models cannot "interpolate at 35 fps", because then they wouldn't interpolate at all! The entire point of interpolation is to get smoothed animations between those 35 fps points.
What I can see is that the model interpolation doesn't seem to be done correctly. Everything else is interpolated with the global frame timer, but the model code uses its own separate timing, and that has survived all the refactoring for making models work in the software renderer. In my opinion this cannot work correctly. (Note that this code was inherited from Zandronum, so I'd appreciate if Torr Samaho, if he reads this, can comment on the issue.)
What I can see is that the model interpolation doesn't seem to be done correctly. Everything else is interpolated with the global frame timer, but the model code uses its own separate timing, and that has survived all the refactoring for making models work in the software renderer. In my opinion this cannot work correctly. (Note that this code was inherited from Zandronum, so I'd appreciate if Torr Samaho, if he reads this, can comment on the issue.)
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Re: [3.3.2] Model Interpolation capped in uncapped FPS.
The visuals seem to be moving at 35fps, if I toggle cl_capfps, the behavior is identical. It will interpolate between frames of more than 1 tic in length (very shakily), but won't interpolate between 1-tic frames, regardless of the setting.
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Re: [3.3.2] Model Interpolation capped in uncapped FPS.
As per Rachael's request, I'm gonna post the edits I made to GeneTech that fix a few derps with some weapons' states. https://drive.google.com/open?id=1s9-Lx ... d5bjZzQZoC
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Re: [3.3.2] Model Interpolation capped in uncapped FPS.
Pushed a fix for this.
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Re: [3.3.2] Model Interpolation capped in uncapped FPS.
I can confirm the fix works. All model animation is pretty smooth now, even on a low timescale.