Unlocked 35 FPS
-
- Posts: 36
- Joined: Wed Jul 16, 2003 12:44 am
Unlocked 35 FPS
Randy, will there be a way to lock ZDoom at 35 fps in 48.cab? If not, could you please add one. It moves too fast for me and am quite comfortable with 35 FPS.
-
- Posts: 1152
- Joined: Tue Jul 15, 2003 9:08 pm
- Location: PROJECT DETAILS CLASSIFIED.
-
- Posts: 44
- Joined: Tue Jul 15, 2003 5:15 pm
-
- Posts: 366
- Joined: Tue Jul 15, 2003 3:49 pm
- Location: Oregon
yes, i definitely do not like it. it honestly makes the game feel more like quake2 than doom. it looks nice and smooth and everything, but doom doesn't. i suppose it looks all right in something like dark7, with fancy new music and slopes galore, but in any vanilla wad it trashes all nostalgic feelings flat. so yeah, i'd like some way to disable it.
-
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
-
- Posts: 73
- Joined: Wed Jul 16, 2003 3:08 am
- Location: Imperial Moon Base: Thal Vaishet
-
- Posts: 366
- Joined: Tue Jul 15, 2003 3:49 pm
- Location: Oregon
-
-
- Posts: 26573
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
-
- Posts: 366
- Joined: Tue Jul 15, 2003 3:49 pm
- Location: Oregon
-
- Posts: 912
- Joined: Tue Jul 15, 2003 5:12 pm
-
- Posts: 366
- Joined: Tue Jul 15, 2003 3:49 pm
- Location: Oregon
-
- Site Admin
- Posts: 7749
- Joined: Wed Jul 09, 2003 10:30 pm
The cap is either 35 FPS or none at all. Supporting variable caps and actually relinquishing the processor during the unneeded time between frames would require quite a bit of work because network play is highly dependant on the 35 Hz tic rate. Interrupting the renderer to do network processing is easy, but interrupting a wait to do network processing would probably require moving the renderer into a separate thread (or at least a rethinking of the way Doom does things). There is a vid_vsync cvar you can use to cap the framerate to the refresh rate, but for the reasons I specified above, I'm not sure how well it would work with netplay.
-
- Posts: 366
- Joined: Tue Jul 15, 2003 3:49 pm
- Location: Oregon
-
- Posts: 711
- Joined: Tue Jul 15, 2003 5:15 pm
- Location: misplaced
-
- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
Well, threading is supported on the used OSes (win32,linux); I think there will be no more DOS version like 1.17. Recently, I tried something with GL-117 (http://gl-117.sf.net/), 320x200 lowest quality and it brought me 200fps, which was really too smooth for me -- just a side note.randy wrote:The cap is either 35 FPS or none at all. Supporting variable caps and actually relinquishing the processor during the unneeded time between frames would require quite a bit of work because network play is highly dependant on the 35 Hz tic rate. Interrupting the renderer to do network processing is easy, but interrupting a wait to do network processing would probably require moving the renderer into a separate thread (or at least a rethinking of the way Doom does things). There is a vid_vsync cvar you can use to cap the framerate to the refresh rate, but for the reasons I specified above, I'm not sure how well it would work with netplay.
Cube might be a reference, it runs with a variable FPS (though the user cannot choose) and has to do both rendering+networking.