The Still New What Did You Last Do Thread

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edward850
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Re: The New What Did You Last Do Thread

Post by edward850 »

Blox wrote:
Nash wrote:playing Doom at 35 FPS feels choppy as fuck
It goes away if you play Doom at 35 FPS for a couple of weeks/months.
Of course playing at 60 FPS becomes smooth as fuck, but eh - I like the choppiness.
This, but with another reason: 35 capped is built out of key frames, uncapped is built out of "late" interpolated frames. As the interpolation can only use the last and current frames, what you generally see is in the past. This isn't so bad with the small intervals between each frame, but I do tend to notice the lack of displayed key frames, sometimes making collisions look a little off.
"Doom on Ice" would be somewhat of a description. I suppose with youtube now having 60FPS, I should make a comparison video.
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Re: The New What Did You Last Do Thread

Post by Nash »

leileilol wrote:finaly a true old scool sequal to DooM!!!! if U hate this game then U hate DooM!!!!!
What a pile of dog poo, looks like someone made Br00tal Domo in Unity

inb4 shitstorm: I am vocally against sub par, unfinished, low quality games being allowed to be on sale on Steam or anywhere else. It breeds a lazy generation of developers who make a habit of putting out unfinished games. It's very unfair to the legit developers who put in hard work into their indie games.
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Re: The New What Did You Last Do Thread

Post by Marisa the Magician »

And to think I am actually spending YEARS into developing games and putting so much work on everything... I'm really disappointed with this new generation.

Edit: oh my...
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Re: The New What Did You Last Do Thread

Post by Captain J »

large blood splatting effects are 'sploding all over the body and dancing and hopping around, some of texture shadings are too dark and not right, this game seems don't have any hud shrinking options and weapons are angled to the right too much...seems legit for indie game's negative facts, alright.

anyway my family went to fishing and got only two of 'em, with using a wild oysters and rotten fishes for bait. kind of poor way to fishing.
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Re: The New What Did You Last Do Thread

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SyntherAugustus
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Re: The New What Did You Last Do Thread

Post by SyntherAugustus »

edward850 wrote:
Blox wrote:
Nash wrote:playing Doom at 35 FPS feels choppy as fuck
It goes away if you play Doom at 35 FPS for a couple of weeks/months.
Of course playing at 60 FPS becomes smooth as fuck, but eh - I like the choppiness.
This, but with another reason: 35 capped is built out of key frames, uncapped is built out of "late" interpolated frames. As the interpolation can only use the last and current frames, what you generally see is in the past. This isn't so bad with the small intervals between each frame, but I do tend to notice the lack of displayed key frames, sometimes making collisions look a little off.
"Doom on Ice" would be somewhat of a description. I suppose with youtube now having 60FPS, I should make a comparison video.
You should try it on a 144hz monitor. Doom turns into warp speed.
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Re: The New What Did You Last Do Thread

Post by Marisa the Magician »

Ah that reminds me of what happens when you run UT with uncapped framerate.
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Re: The New What Did You Last Do Thread

Post by edward850 »

Except (Z)Doom doesn't actually run any faster? It's tied to the system timer (or rather, the rate the network buffer rebounds input to itself, which itself is controlled by the system timer), not the vertical sync timer. So damned if I know what he's on about. :V
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Re: The New What Did You Last Do Thread

Post by Marisa the Magician »

I guess he's one of those people who feel that higher FPS are "faster".
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Re: The New What Did You Last Do Thread

Post by Ghastly »

A lot of games these days tie things to frame rate. Dead Space, for example, is especially despicable in this regard; they tied mouse sensitivity to frame rate, and don't cap it. When I played it, my frame rate would jump between 80 and 500, and mouse sensitivity would change between the two.
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Re: The New What Did You Last Do Thread

Post by Marisa the Magician »

Ah yes, Skyrim also has that problem... except it makes vertical mouse sensitivity INCREASE and horizontal sensitivity DECREASE.

Edit: So many people raged hard at From because Dark Souls 2 ties weapon durability drain to framerate... when hitting corpses.
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Re: The New What Did You Last Do Thread

Post by edward850 »

MarisaKirisame wrote:Edit: So many people raged hard at From because Dark Souls 2 ties weapon durability drain to framerate... when hitting corpses.
But... What?
Whhhhhhhhhaaaaaaattttt???

That's about as terrible as the switch timers in Quantum Conundrum having a completely separate timer than the actual game, causing them to absurdly break if your frame rate went.
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Re: The New What Did You Last Do Thread

Post by DoomRater »

I keep thinking to myself "It's 2014. HOW THE HELL ARE PEOPLE STILL WRITING SHITTY CODE LIKE THIS"

Edit: I get that there are people who are completely new to coding who make the mistake of tying everything to framerate, but this is a AAA company!
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Re: The New What Did You Last Do Thread

Post by edward850 »

Someone like GooberMan will be able to explain it better, but I find it's actually a rather easy mistake to make on a modern codebase. Ever since Quake did it, physics tends to get tied to the amount of time between displayed frames. Quake did it to make input more consistent for the player (this got reflected by the server, and created odd player physics at high framerates; lookup 333fps). This tends to also get used to make games run at different speeds and performance without needing to change much if anything. Some earlier SEGA PC games let you change this directly for said performance reasons.

What I think happens is timer math is compensated as well, rather than being incremented consistently per frame as Quake did (or not at all if they don't have a similar kind of frame timer, producing the same conditions), which is where the problems start. It's a rather easy mistake to make if you're used to developing for fixed framrates (consoles).
What is strange, though, is they apparently somehow never notice it happening during port development, which I find hard to believe because they would be running debug code and symbols, which will dramatically decrease performance either way.
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Re: The New What Did You Last Do Thread

Post by DoomRater »

A friend of mine came to me about time dilation occurring when he tried to create an engine that wasn't tied to framerate. The problem was the laptop would hang for a second or two and when the next frame was processed the character had traveled farther than its physics would handle, causing a jumping player to fall right through the floor if it happened during one of these hangs. There were two things I could think of to solve this: either drop excess time if it would exceed physics checks or try to process the time lag using as large of a time dilation as possible that wouldn't break physics checks in order to "catch up".

Again it's not that I haven't heard of the problem before, it's that I don't expect people in AAA companies to have zero experience with it. Maybe you're right and fewer people really do have less experience with handling these issues than I thought.
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