Hi all,
is it my system capping Q4 at 60fps or is it capped in-game? I can't seem to find any files which would allow it to be uncapped like I used to be able to with Q3.
Maybe you should read my post again. I didn't say 125 fps are needed in Q4/D3. Physics are obviously still not framerate independant though, otherwise the 60 fps cap wouldn't be necessary. FPS are just capped at 60 to keep the tic rate constant. Weird things happen when com_fixedtic is disabled.
Oeloe wrote:Maybe you should read my post again. I didn't say 125 fps are needed in Q4/D3. Physics are obviously still not framerate independant though, otherwise the 60 fps cap wouldn't be necessary. FPS are just capped at 60 to keep the tic rate constant. Weird things happen when com_fixedtic is disabled.
Did you read what I wrote?
Here:
John Carmack wrote:The game tic simulation, including player movement, runs at 60hz, so if it rendered any faster, it would just be rendering identical frames. A fixed tic rate removes issues like Quake 3 had, where some jumps could only be made at certain framerates. In Doom, the same player inputs will produce the same motions, no matter what the framerate is.
Zimbo wrote:Why?? 60 fps is more than enough dont you think??
Well I assumed that excessive frames would help with manouverability like it did in Q3 but as I read more posts in this thread I see that it's apparently not necessary.
MKJ wrote:if your computer is able to render at 75fps but the game caps it at 60 it doesnt matter for the smoothness, since it can hypothetically render more
Eh? Duplicate rendered frames obviously can't make things smoother because you can't see the difference between the frames. But if the tick rate could be set to 75 Hz it would be smoother.
If vsync was possible without mouse lags, that would be interesting though. The negative impact on mouse input (delays) makes it unusable for anyone playing Q3 or Q4 (or D3) online.
Well, the engine waits to draw the next frame until the next vertical of the monitor takes place. Somehow it lags mouse input in Q3 and in D3/Q4 too. The difference is very obvious when you toggle r_swapinterval in the game (just sweep the mouse from the left to the right).
I believe you. Just seems odd. I suppose, the screen and the mouse / cursor / crosshair.... have to be in sync for it to register properly. In other words if you move the mouse inbetween a redraw, it has to finish the draw before it can update where the crosshair is supposed to be.
That's me speculating, I really have no clue how it really works.