The DEFINITIVE fps physics post cloned

Locked
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

The DEFINITIVE fps physics post cloned

Post by Survivor »

Coriolis wrote:WARNING: EXTREMELY long post with only 1 smiley -- but it's worth it, as I answer pretty much every physics / FPS question in quake 3.
Earlier this evening, Ctrl told me that he was dissatisfied with my previous explanation of why your fps affects jumping. So, I did some more research. Specifically, I wrote a mod to measure your jumping.

Here are the key points that I discovered:
(1) The final velocity vectors are clamped to integers every time the player movement code is called. This gets called once per frame for fast clients, but never less than 20 times per second.
(2) This conversion is done by the equation (int)x, where "x" is a floating point value.
(3) The integer conversion done by the Q3 vm *IS NOT ANSI COMPLIENT*. ANSI C specifies that integer conversion is done by ignoring the fraction. The Q3 vm does it by rounding to the nearest integer.

This third point explains exactly why DLL's have slower speeds and jump heights than QVM's. In a QVM, the rounding is to nearest integer, so errors will tend to cancel out. In a DLL, rounding is always towards 0, so errors always reduce your speed and will always accumulate. The rounding error in a DLL always acts as extra friction. I expect you can get around this problem in DLL's by rewriting the "SnapVector" macro to emulate the QVM's rounding method.

Now, back to the jumps. In theory, the rounding errors should cancel out over the number of frames in a typical jump. This assumes that the fraction can be any value with equal probability. However, in practice, this is not the case. Each frame tends to be the same time as the previous one. The change in velocity is the acceleration times the frame time. Acceleration is due to gravity, and is therefore constant. Frame time is also nearly constant, so the change in velocity is also nearly constant in each frame. Since velocity always starts as an integer, and the change is always nearly the same, under a constant fps rounding has nearly the same error each frame. With a constant frame rate, Q3's rounding errors will tend to accumulate. For some frame rates, this will always round down; for others, it will always round up.

Based on this, the ideal frame rate for jumping distance is the highest one your computer can maintain that gets a fraction remainder near 0.5, but always greater than 0.5. Q3's gravity is 800, so you want the fractional part of 800/fps to be greater than 0.5. To protect against frame rate fluctuations, you'd also want nearby frame rates to have fractions greater than 0.5. Lastly, you want there to be as many frames as possible, so that the most possible positive error gets accumulated.

This chart gives (1) fps, (2) remainder of 800 / fps, (3) number of frames in 0.675 seconds, (4) maximum positive accumulated error in 0.675 seconds. The table was generated for all frame rates from 20 to 200 fps.


code:
--------------------------------------------------------------------------------

Code: Select all

 23     0.78    15    3.26
 26     0.77    17    3.92 
 27     0.63    18    6.67
 28     0.57    18    7.71
 29     0.59    19    7.86
 30     0.67    20    6.67 
 31     0.81    20    3.87
 34     0.53    22   10.35
 35     0.86    23    3.29
 37     0.62    24    9.08
 39     0.51    26   12.67
 41     0.51    27   13.17
 43     0.60    29   11.47
 45     0.78    30    6.67
 48     0.67    32   10.67
 51     0.69    34   10.67
 54     0.81    36    6.67
 55     0.55    37   16.82
 58     0.79    39    8.07
 59     0.56    39   17.19
 62     0.90    41    3.97
 63     0.70    42   12.67
 67     0.94    45    2.69
 68     0.76    45   10.59
 69     0.59    46   18.67
 73     0.96    49    2.01
 74     0.81    49    9.27
 75     0.67    50   16.67
 76     0.53    51   24.16
 81     0.88    54    6.67
 82     0.76    55   13.41
 83     0.64    56   20.24
 84     0.52    56   26.67
 89     0.99    60    0.67
 90     0.89    60    6.67
 91     0.79    61   12.74
 92     0.70    62   18.87
 93     0.60    62   24.67
 94     0.51    63   30.83 
 101    0.92    68    5.39
 102    0.84    68   10.67
 103    0.77    69   16.08
 104    0.69    70   21.54
 105    0.62    70   26.67
 106    0.55    71   32.15
 115    0.96    77    3.35
 116    0.90    78    8.07
 117    0.84    78   12.67
 118    0.78    79   17.41
 119    0.72    80   22.18
 120    0.67    81   27.00
 121    0.61    81   31.46
 122    0.56    82   36.30
 123    0.50    83   41.16
 134    0.97    90    2.69
 135    0.93    91    6.74
 136    0.88    91   10.71
 137    0.84    92   14.77
 138    0.80    93   18.87
 139    0.76    93   22.75
 140    0.71    94   26.86
 141    0.67    95   30.99
 142    0.63    95   34.79
 143    0.59    96   38.94
 144    0.56    97   43.11
 145    0.52    97   46.83
 161    0.97  108    3.35
 162    0.94  109    6.73
 163    0.91  110   10.12
 164    0.88  110   13.41
 165    0.85  111   16.82
 166    0.82  112   20.24
 167    0.79  112   23.47
 168    0.76  113   26.90
 169    0.73  114   30.36
 170    0.71  114   33.53
 171    0.68  115   36.99
 172    0.65  116   40.47
 173    0.62  116   43.58
 174    0.60  117   47.07
 175    0.57  118   50.57
 176    0.55  118   53.64
 177    0.52  119   57.15 
--------------------------------------------------------------------------------

The C++ code to generate the above table is


code:
--------------------------------------------------------------------------------

#include <stdio.H>
int main(int argc, char* argv[])
{ for( int i=20; i<300; i++ )
{
double f = 800.0 / i;
int ipart = (int)f;
double fpart = f - ipart;
if( fpart > 0.5f )
{
printf( "%3d %.2f %3d %6.2f\n", i, fpart, (int)(i * .675), 1.0-fpart) * (int)(i*.675) );
}
}
return 0;
}

--------------------------------------------------------------------------------

Matching our conditions with the table, we predict that the best frame rates would be about 29, 41, 83, 92, 120, 140, and 170. Notice that these numbers are very near the values that people have found experimentally. This match between theory and experience lends credence to the model used.

Now, on to the mod I wrote. Here are some in-game screenshots at various frame rates:













When you jump, you are given 270 units / second of upward velocity, with a gravity of 800 units / second squared. Basic physics tells us that you should reach a maximum height of 45.5625 units after 0.3375 seconds. The height value shows the actual height of your jump. Frames is the number of frames the server used in reaching that height. Extra Vel is the approximate additional velocity you gained from rounding errors. Extra Hgt is the approximate additional height you gained from rounding errors.

Lastly, here is the mod I used to get the above results. You can use it to optimize your frame rate for maximum jumping height / distance.

Any questions?

EDIT: forgot to properly close the UBB italics tag


[This message has been edited by Coriolis (edited 08-21-2000).]
Did this to make it searchable again.

Edit: fixed, screenshots and mod are not present but it will still be clear i hope.
Last edited by Survivor on Tue Mar 15, 2005 7:40 pm, edited 2 times in total.
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Re: The DEFINITIVE fps physics post cloned

Post by Survivor »

Poxy wrote:77, 78, 79, 80
what happened to them?

oh and: missing Dist. for 83 frames.
Coriolis wrote:The distance only shows up when you land. If it's missing, that's because you weren't going down fast enough for Q3 to consider it a landing.

I only showed frame rates where the fraction was > 0. The complete chart would show all frame rates, but it would be about twice as big. Almost as good as lots of fractions above but near 0.5 is fractions above 0.5 or near 0.0, so the ommission may be a problem. But, the source code is right there; remove the "if", and you can see the rounding error for all frame rates. But be warned; the fourth column assumes you round up a fraction, but Q3 actually rounds down fractions less than 0.5.
PieceMaker
Posts: 899
Joined: Tue Jan 25, 2005 4:43 pm

Post by PieceMaker »

Oh my god I remember that one!

Nice catch! ;)
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

It'd be nice to try 333 in OSP but the bastids hard locked it seeing as it feels like having 700 grav. ;)
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Did they? I've used it in the past and it felt fine =/
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
D'Artagnan
Posts: 468
Joined: Sun May 14, 2000 7:00 am

Post by D'Artagnan »

Funny i tried /com_maxfps 170 and i cant do the jump to mega healt on dm13, but with com_maxfps 125 its ok... and my jump seem higher with com_maxfps 333...why is that?

Also is there a value that help with longer jump ?
[url=http://powerquebec.forumpro.fr/][color=red][b]Fast and furious_[/b][/color]That's what it's all about...[/url][img]http://pages.infinit.net/oldman/rank14.gif[/img]
Locked