Re:Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine
by _bxg1 on Monday March 02, 2020 @03:02PM
(#22468299)
I was just wondering why there's a cap at all when hardware is factored out. Your guess makes sense. If true, this seems like a puff piece that doesn't really mean much technically.
"Windows 10 can hit 16.8 million terabytes of RAM courtesy of the 64-bit architecture"
Re:Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine
by mntmoss on Monday March 02, 2020 @04:09PM
(#22469010)
There are certain kinds of internal timers in games that end up locked to a base tickrate; e.g. physics behaviors. While it's possible to allow adjustment of those rates in many cases, it comes at the price of lowering reproducability and behavioral stability.
As well, it's possible to make everything smooth by adding a buffer and interpolating, but then you've added a buffer, so you have latency.
So games that specify a hard cap are usually aiming for a low-latency experience where the highest framerate is the base tickrate for the gameplay, and lower framerates are sampling from within that data.
Re:Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine
by Rebelgecko on Monday March 02, 2020 @04:41PM
(#22469361)
I think a lot of game engines really aren't that robust. Bethesda's engine is notorious for breaking the laws of physics when your FPS is above 60
Re:Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine
by s_m_t on Monday March 02, 2020 @08:07PM
(#22470872)
One fun example from dark souls 2 on pc: If your FPS was set to 60 (from the consoles ~30fps) your weapons would degrade twice as fast apparently due to weapon durability loss being counted per frame that your weapon was in contact with a wall, floor, corpse, etc.
I occasionally still run 3dMark03 to compare my modern PC's raw performance to one of the first rigs I built (150k now vs. 3.1k then), and getting more than 1k fps seems possible?