Renegade Public Forums
C&C: Renegade -- Dead since 2012!™
Home » Renegade Discussions » Tiberian Technologies Forum » Character glides/glitches since update
Character glides/glitches since update [message #486203] Mon, 17 February 2014 02:27 Go to next message
reborn  is currently offline reborn  
Messages: 3231
Registered: September 2004
Location: uk - london
General (3 Stars)

From: *2-3.cable.virginm.net
Since the new update, whenever I hit over 1000 FPS my character kind of glides rather than walks. The animation seems all scewed, and it flickers really badly. I can't seem to reproduce this under 1000 FPS, but it's pretty much constant over it.
For now I enabled v-Synch, but I kinda like seeing my FPS over 1000. Razz



Re: Character glides/glitches since update [message #486204] Mon, 17 February 2014 02:29 Go to previous messageGo to next message
danpaul88  is currently offline danpaul88  
Messages: 5794
Registered: June 2004
Location: England
General (5 Stars)
From: *range81-129.btcentralplus.com
vsync is highly recommended for the W3D engine anyway, lots of timing based things get screwy above 60 fps. For example, the time a "firing emitter" for a weapon is rendered depends on frame rate and, above a certain frame rate, they're effectively invisible.


http://steamsignature.com/card/1/76561197975867233.png
Re: Character glides/glitches since update [message #486208] Mon, 17 February 2014 05:03 Go to previous messageGo to next message
Omar007  is currently offline Omar007  
Messages: 1711
Registered: December 2007
Location: Amsterdam
General (1 Star)

From: *xs4all.nl
Isn't it be possible to compensate for that problem by adapting the calculation to take the time between frames into account?
Imo you don't really want to be (or keep in this case) depending on the framerate for any form of calculation. If it is possible to change, that'd be nice Smile


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg
Re: Character glides/glitches since update [message #486214] Mon, 17 February 2014 09:52 Go to previous messageGo to next message
StealthEye  is currently offline StealthEye  
Messages: 2518
Registered: May 2006
Location: The Netherlands
General (2 Stars)

From: *xs4all.nl
They already take into account frame times. The issues are probably related to precision, roundoff, and conversion and would be hard to track down.


BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: Character glides/glitches since update [message #486226] Mon, 17 February 2014 13:23 Go to previous messageGo to next message
reborn  is currently offline reborn  
Messages: 3231
Registered: September 2004
Location: uk - london
General (3 Stars)

From: *2-3.cable.virginm.net
Thanks guys, acknowledged.



Re: Character glides/glitches since update [message #486232] Mon, 17 February 2014 14:57 Go to previous messageGo to next message
Jerad2142  is currently offline Jerad2142  
Messages: 3759
Registered: July 2006
Location: USA
General (3 Stars)
From: *mfs.uswest.net
danpaul88 wrote on Mon, 17 February 2014 02:29

vsync is highly recommended for the W3D engine anyway, lots of timing based things get screwy above 60 fps. For example, the time a "firing emitter" for a weapon is rendered depends on frame rate and, above a certain frame rate, they're effectively invisible.


Frame rate also affects the physics engine, and I've noticed it screws wit particle physics that inherit from the emitter as well (but that seems to break around 30fps, at least in 3.4.4).


Head Level editor and coder of ECW/Rp2. #2142::COOL#
Re: Character glides/glitches since update [message #486258] Tue, 18 February 2014 02:50 Go to previous messageGo to next message
danpaul88  is currently offline danpaul88  
Messages: 5794
Registered: June 2004
Location: England
General (5 Stars)
From: 81.145.141*
Animations in the engine (and cinematics) run at 30fps so it makes sense that the particle engine also runs at the same speed.

At the end of the day the engine does a lot of weird things when you go above 60 fps and you'd be better off keeping vsync on. No point rendering 4000 frames when your monitor only runs at 60Hz anyway...


http://steamsignature.com/card/1/76561197975867233.png
Re: Character glides/glitches since update [message #486869] Thu, 20 March 2014 06:17 Go to previous messageGo to next message
Jerad2142  is currently offline Jerad2142  
Messages: 3759
Registered: July 2006
Location: USA
General (3 Stars)
From: *mfs.uswest.net
danpaul88 wrote on Tue, 18 February 2014 02:50

Animations in the engine (and cinematics) run at 30fps so it makes sense that the particle engine also runs at the same speed.

At the end of the day the engine does a lot of weird things when you go above 60 fps and you'd be better off keeping vsync on. No point rendering 4000 frames when your monitor only runs at 60Hz anyway...

The input however feels much smoother at 500FPS lol.


Head Level editor and coder of ECW/Rp2. #2142::COOL#
Re: Character glides/glitches since update [message #486871] Thu, 20 March 2014 07:54 Go to previous message
danpaul88  is currently offline danpaul88  
Messages: 5794
Registered: June 2004
Location: England
General (5 Stars)
From: 81.145.141*
You'll notice horrendous movement glitching once the FPS approaches 1000, your character starts spasming on the spot and flipping to face backwards constantly Smile


http://steamsignature.com/card/1/76561197975867233.png
Previous Topic:Change the load-sequence back to stock please
Next Topic:StealthEye and EvilWhiteDragon resign
Goto Forum:
  


Current Time: Sat May 25 12:36:45 MST 2019
.:: Contact :: Home ::.

Powered by: FUDforum 2.7.7RC2.
Copyright ©2001-2007 FUD Forum Bulletin Board Software