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DOOM III to be capped at 60 fps

StupidKatz writes "The Inquirer reports that DOOM III will be capped at 60fps, primarily to prevent certain exploitations of the game engine (reminiscent of Quakers that could jump higher, etc.). Although the game's graphics challenges most cards to keep up with the 60fps figure, what might this do to ATi and Nvidia sales figures, considering that the next DOOM incarnation is set to be the next heavyweight graphics upgrade reason? More importantly, might this possibly keep the anticipated price drop for the previous vid card generation at bay? The horror... On a more positive note, it is good to see designers anticipating problem exploits - no one likes a mutiplayer cheater." H : Sorry; it's a dupe. My fault.

57 comments

  1. dupe! by Anonymous Coward · · Score: 0
  2. Repost? by Jarlsberg · · Score: 0, Redundant

    You guys ran this just four days ago: ID says 60 fps enough... ...

    1. Re:Repost? by erroneous · · Score: 4, Funny

      From the repost-from-Thursday-dept.

      Don't worry, it was only the single biggest-interest Games story in weeks. Noone will have noticed.

      --
      erroneous: look me up in a dictionary
    2. Re:Repost? by Anonymous Coward · · Score: 0

      Don't worry - the next version of Slash will have dupes capped at 2 per week.

  3. Dupe by fredrikj · · Score: 0, Redundant

    This is a dupe of this story. Different article though... but no new info.

    1. Re:Dupe by Anonymous Coward · · Score: 2, Funny

      Redundant for pointing out a redundancy... aww.

    2. Re:Dupe by Anonymous Coward · · Score: 0

      That should be re-redundant. Moderators get it right.

  4. 60fps ? lol by Anonymous Coward · · Score: 0

    and what about quake4 ?
    60fps is very slow for any hardcore player, try to make one of them play q3 or cs at 60fps, the difference is VERY noticeable with a fluid 100fps.

    But doomIII is supposed to be more a survival horror game than a pure fast action fps. so maybe it'll be ok, but still i don't think its the right solution ...

    And even if it challenge current video card, what bout in 2 years? playing q3 with 60fps now would be ridiculous

    1. Re:60fps ? lol by Anonymous Coward · · Score: 0

      The flicker from 60 hz monitors gives me a headache after about ten minutes.

    2. Re:60fps ? lol by The+Evil+Couch · · Score: 2, Insightful
      been playing first person shooters since wolfenstein3d. 60 fps is fine. I'll put up with 30 if I get all the pretty graphics options with it. most monitors don't support 100fps, anyways.

      about the only way you're going to get 100fps in most modern games is to shut off all graphical detail and play in about 800X600. if you're playing with that level of detail, there's no real reason to play any of the new games. quake II, halflife and all the mods for them will give you everything you need.

    3. Re:60fps ? lol by PainKilleR-CE · · Score: 1

      been playing first person shooters since wolfenstein3d. 60 fps is fine. I'll put up with 30 if I get all the pretty graphics options with it. most monitors don't support 100fps, anyways.

      While I agree that 60 fps is fine, I have to take exception with the 'most monitors dont support 100fps, anyways' portion. I'm currently running at 1280x1024@32bpp @100Hz, so 100 fps would be just fine (and make it 120-150fps just to make sure the v-synch has new frames every time).

      about the only way you're going to get 100fps in most modern games is to shut off all graphical detail and play in about 800X600. if you're playing with that level of detail, there's no real reason to play any of the new games. quake II, halflife and all the mods for them will give you everything you need.

      On one hand you mention modern games on the other you say Q2 and HL are all you need. Which is it? I can play Q2 at 1600x1200 w/ more frames than my monitor can display, and HL is probably close, if I didn't have fps_max set to 60. I'm not sure what 'modern' games manage, as UT2003 is the best example I can think of, and while the demo ran fine the original release did not (on my computer), so I guess that'd be 0 fps (maybe I'll install that again and patch it and see how it goes). Until Doom 3 and HL2 come out, UT2003 is pretty much the only modern FPS on a modern engine, unless you're going to count Q3, which is still a bit over 3 years old iirc, and just as capable of running at 100fps at high resolutions as most of the others.

      --
      -PainKilleR-[CE]
    4. Re:60fps ? lol by PainKilleR-CE · · Score: 1

      if you think you can see more than 60fps you are either full of shit, or you are full of shit.

      and if you believe that, you are full of shit.

      30 fps is just above the minimum to see fluid motion. The maximum has been charted as somewhere in the hundreds or thousands, and can vary a great deal from person to person.

      That being said, when playing a video game, the minimum for fluid motion is all that's required, but for best results you'll want a steady framerate, which varies very little.

      I think a lot of people are going to form new opinions about framerates if Doom 3's FPS cap remains in place. 60 fps is very definitely within the limits of what a person can see, but the only real reason for pushing more frames is to maintain the highest possible minimum framerate. Framerate caps only leave room to drive the minimum up near the maximum, thereby making the play experience as smooth as possible. If more people learned that lesson, they'd be happier with their computers overall. If you're pumping out a 100fps average and the framerate drops to 60 you're going to feel like pulling your eyeballs out of your head, like everything's crawling, but if you had capped it at 60 to begin with there wouldn't have been a drop and everything would've played smooth as glass.

      --
      -PainKilleR-[CE]
    5. Re:60fps ? lol by Anonymous Coward · · Score: 0

      well i play HL cstrike with always 100fps, no fps drop, and playing all the time with 60fps seems to be absurd to me, as i can very clearly see the difference. And i'm talking about hardcore gaming here, most casual gamer don't care/realize, but go to the wcg and ask top cs gamers to cap their fps at 60...

    6. Re:60fps ? lol by The+Evil+Couch · · Score: 1
      On one hand you mention modern games on the other you say Q2 and HL are all you need. Which is it?

      I meant that if all you're looking for in games is a blazingly fast frame rate, you don't need games that have all the bells and whistles; the classics will serve you just fine. now, if you appreciate all the amazing things that they're doing with graphics engines these days, you're going to have to take the hit on frames per second. while some people can afford to keep SOTA so as to have all the graphics options on and keep an insane frame rate, most can't and we're happy with 30-60fps.

      and I maintain that most monitors don't support 100fps. yeah, some do and it's nice that you have one that does, but look around stores and check the specs on them. the vast majority are not capable of running at 100Hz. you'll see that most top out around 60-85.

    7. Re:60fps ? lol by PainKilleR-CE · · Score: 1

      nd I maintain that most monitors don't support 100fps. yeah, some do and it's nice that you have one that does, but look around stores and check the specs on them. the vast majority are not capable of running at 100Hz. you'll see that most top out around 60-85.

      Anything that 'tops out around 60-85' is doing so at the highest resolutions it supports. Most people don't play games at the highest resolution possible, unless they are playing older games. In the case of high-end 19" CRTs, this means that 85Hz is at 1856 x 1392 or higher resolutions, 1600x1200 for mid-range, and 1024x768 or 1280x1024 for low-end monitors. That means that most people running 19" CRTs are probably able to get a refresh rate comperable to mine at 1024x768, unless they went to the store and saw a monitor strobing (1024x768 or 1280x1024 @ 85Hz) and decided to take it home with them. As an added bonus, the particular monitor sitting on the desk in front of me is about 4 years old, and a similar one I had at home was a year older and stopped working 18 months ago (due to a number of contributing factors, like speakers and a laserjet printer too close to the monitor and being turned off and on much more often), meaning that the technology is nothing new, and the cost is significantly lower than it was when this monitor was originally purchased. 17" CRTs tend to be similar in numbers, though the mid-range would tend towards 1280x1024 as the 85Hz resolution.

      Of course, there are always people sitting around using 10+ year old monitors, but those people are giving themselves more eye-strain than it's worth. I also happen to know a handful of people that feel some insane need to upgrade to fairly SOTA monitors from time to time, but I can't afford to go in that direction, let alone justify those types of expenditures. The monitor should be one of the (if not the single) most expensive parts of a computer, because your eyes are worth it. However, that doesn't mean you need the absolute top of the line, and for a good CRT (as opposed to LCD) you can do very well for a low price today (unless you absolutely must have a 21" or larger display).

      --
      -PainKilleR-[CE]
    8. Re:60fps ? lol by Viol8 · · Score: 1

      "ask top cs gamers "

      Why would anyone want to ask a bunch of pasty face adolescents with no life anything about anything??

  5. Doesn't matter by Apreche · · Score: 1, Redundant

    Someone will write a patch/crack of some sort to make this not go. Someone else will write mods/total conversions that don't have 60fps caps. Someone else yet again will find some way to benchmark your computer using the game and not have an fps cap. A steady fps and a vertical sync will look better than a dynamic framerate over 100 anyway.

    Remember those screenshots that were accidentally on medium quality? Even with the latest cards nobody will be able to turn the graphics all the way up and have a steady 60fps. Well, maybe some freaks with $5000 computers. Maybe people will start going by how many graphic enhancements they can turn on and still get 60. That's what it's really all about to me. How good can I make it look while keeping it playable. Not how many useless extra frames can I render that don't matter 99% of the time.

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Doesn't matter by GrumpyDog · · Score: 1
      5000$? Whats funny in just a couple years from now we'll be benchmarking this game at 500fps. It is funny how these games that have high system reqs' have a certain "envious" mystique; until the computer hardware catches up. In two years it will be Doom 4 capping at 60 fps on a 5000$ system two years from now, but eveyone will still play good old Doom 3 cause' it runs great on my "budget" machine(two years from now).

      Ah, it is spring again, enjoy the endless cycle of nature!

  6. No Cap Mode by Morgahastu · · Score: 1

    I am sure there will be a benchmark mode of some sort where there is no cap.

  7. Stupid waste of all that GPU power... by MikShapi · · Score: 2, Interesting

    For the life of me I can't figure out the connection between a client's FPS and his ability to perform unreasonable jumps in the game world as generated on the server. But what the hell, the devs pro'lly know what they're talking about.

    More to the point though (on FPS limiting) - can someone with GPU/DirectX internals knowledge explain why doesn't a game (or a GPU) that realizes its churning more than the 30fps that the human eye can discern dynamically (and automatically) enable FSAA (AntiAliasing) and/or AF and use the spare GPU power to enhance picture quality, then dynamically stop doing so once you need the power to keep up with a playable 30 FPS?

    Seems like a MUCH more efficient way to use your GPU. At LP's I'd always switch off FSAA&AF even when most of the time I'm pumping 70fps, just to keep above 30 on those few tight&insane spots.

    ATI? nVidia? Microsoft? Anyone?

    --
    -
    1. Re:Stupid waste of all that GPU power... by Morgahastu · · Score: 1

      Just because the game is running at 30fps it doesn't mean that it is synced with the refresh rate of the monitor and also in sync to when you're eyes refresh. That's why we can tell when something is running at 60 or 100fps.

      Switching FSAA on and off would look weird, you want to keep it consistent! If anything it's keep everything high unless it's about to go god awful slow then kill things off so it's atleast playable.

    2. Re:Stupid waste of all that GPU power... by PainKilleR-CE · · Score: 3, Informative

      For the life of me I can't figure out the connection between a client's FPS and his ability to perform unreasonable jumps in the game world as generated on the server. But what the hell, the devs pro'lly know what they're talking about.

      It has to do with dynamically calculating the height of the jump and the rounding of floating point numbers during movement (which is calculated per frame). It's not that the jumps are unreasonable, in fact either everyone should be able to perform the jumps or no one should, it's a matter of 1 unit (whether the floating point number is rounded up or down determines whether or not you make it).

      More to the point though (on FPS limiting) - can someone with GPU/DirectX internals knowledge explain why doesn't a game (or a GPU) that realizes its churning more than the 30fps that the human eye can discern dynamically (and automatically) enable FSAA (AntiAliasing) and/or AF and use the spare GPU power to enhance picture quality, then dynamically stop doing so once you need the power to keep up with a playable 30 FPS?

      30 fps is far below what a human eye can discern, it's simply close to the lowest level that the human eye can see as fluid motion. Besides that, dynamically enabling FSAA at some cutoff point and then disabling it when it falls below another cutoff point would just mean a lot of switching. FSAA can have a drastic effect on framerates, and can cause framerates to drop much more quickly than they normally would in intensive scenes. The numbers wouldn't be consistent on everyone's machine (ie if I cut to FSAA at 60 fps, the framerate may drop to 20 fps or 40 fps depending on how well my system can handle it), anyway.

      Other than that, FSAA isn't a feature that is universally liked, especially by those that prefer gaming at high resolution. FSAA at TV resolution is almost an unquestionable benefit, but FSAA at 1280x1024 or 1600x1200 is probably unwanted, since it tends to look like someone whiped Vasoline all over your monitor rather than cleaning up the lines in the game.

      Seems like a MUCH more efficient way to use your GPU. At LP's I'd always switch off FSAA&AF even when most of the time I'm pumping 70fps, just to keep above 30 on those few tight&insane spots.

      The real question is, what kind of framerates do you have consistently (like averages) with FSAA enabled? If it's hovering at 30, you're not going to have a good time going back and forth between FSAA enabled and disabled.

      The things that are most likely to be worked on are extending the viewing distance and model complexity while maintaining a decent (60fps or so) framerate, regardless of what features are enabled. Rather than messing with the features enabled (since features should stay on or off), they'll change the detail of what's drawn on the screen. This has already been done to a minor level on the Unreal engine, and has been done on a handful of other titles to an even greater extent (first game that comes to mind is Dark Reign 2, though it would seem very few people played that). Half-Life 2 has promised a lot of these types of features, but since it's been delayed we'll have to wait and see.

      --
      -PainKilleR-[CE]
    3. Re:Stupid waste of all that GPU power... by MikShapi · · Score: 1

      I see what you're saying. If you enable FSAA at 31FPS, you'll end up having 30fps one moment, then 15fps with FSAA enabled the next.

      Furthermore, let's for arguement's sake forget 30FPS, and instead use N as the fps value above which we can no longer discern a smoother picture.

      My point, however, remains. Consider the following two points:
      A. There _is_ redering power wasted.
      B. There _are_ more useful things to do with it than render frames I cannot discern.

      What you said does not adress the why/why-nots of dynamic FSAA, it's simply a well-made point that definitely should affect the FSAA-enabling threshold.

      If I need no more than N fps, And FSAA will drop my rendering rate by 200%, I can set the dynamic FSAA-enabling threshold at 2N. Given a good implementation, I won't even discern the switch.

      >> Other than that, FSAA isn't a feature that is universally liked

      probbably the most ingenious invention of all time is the ON/OFF switch. Let the user decide :-)

      >> The things that are most likely to be worked on are extending the viewing distance and model complexity while maintaining a decent (60fps or so) framerate

      Model complexity is definitely a very good use for them extra GPU cycles. I fully agree with you there.

      As for viewing distance - my opinion here is based on a combination of ignorance and some common sense, but doesn't the following sound a bit silly?
      You're looking through the scope of your sniper rifle, the business end of which is pointed at your mark 500 meters away.
      A car drives up near him (complicating the rendering process), your field of view decreases, whoops? I can only see 400 meters! where did the fog of war come from? where's my mark?!

      Your viewing distance has an adverse affect on almost all genres of games, and hanging it on your ability to render sounds offhand like a bad idea.

      --
      -
    4. Re:Stupid waste of all that GPU power... by PainKilleR-CE · · Score: 2, Insightful

      I see what you're saying. If you enable FSAA at 31FPS, you'll end up having 30fps one moment, then 15fps with FSAA enabled the next.

      Furthermore, let's for arguement's sake forget 30FPS, and instead use N as the fps value above which we can no longer discern a smoother picture.


      You would actually need 2 values:
      N being the point at which FSAA is enabled
      M being the point at which FSAA is disabled
      and these values would have to be user-configurable. So, if the framerate goes over N while you have FSAA disabled, it enabled 2X FSAA, if it hits N again, it enables 4X FSAA, and so on. If it drops to M at any point, and your FSAA is set to 8x, it drops to 4X, and then 2X, and finally disables FSAA. This makes sense to me, but again, it all must be user-configurable both for the minimum and maximum framerates and for the feature in the first place (users must be able to disable this, both for benchmarking and personal dislike of FSAA).

      My point, however, remains. Consider the following two points:
      A. There _is_ redering power wasted.
      B. There _are_ more useful things to do with it than render frames I cannot discern.


      A is a debatable point, as most new GPUs add more features along with the increased power, and games that take advantage of those features will increase the load on older GPUs that don't have those feautures (unless they disable the features altogether), or pass the load to the CPU.

      B is a mis-statement, as anyone can discern more frames than any graphics card is capable of putting out. If you're happy with 30 fps (and believe me, I'm a big proponent of limiting framerates, especially when it's a value clients can change), that's fine, but everyone can discern much higher rates (excepting the blind and those of extremely limited vision).

      As long as you're happy with it, of course there's room to start doing other things, but the point remains that most graphics cards can't even render current games at 1600x1200 resolution at 30 fps with high quality settings (excepting FSAA).

      What you said does not adress the why/why-nots of dynamic FSAA, it's simply a well-made point that definitely should affect the FSAA-enabling threshold.

      and the ability to enable the dynamic FSAA feature, as well, should anyone implement it.

      If I need no more than N fps, And FSAA will drop my rendering rate by 200%, I can set the dynamic FSAA-enabling threshold at 2N. Given a good implementation, I won't even discern the switch.

      If you won't discern the switch, then you really don't need it, because if you can't tell the difference between FSAA on and off, why do it at all? ;) Seriously, though, the difference between the two is reason enough not to implement something along those lines, although I could see the appeal to having FSAA shut off when framerates get too low.

      >> Other than that, FSAA isn't a feature that is universally liked

      probbably the most ingenious invention of all time is the ON/OFF switch. Let the user decide :-)


      Exactly ;)

      >> The things that are most likely to be worked on are extending the viewing distance and model complexity while maintaining a decent (60fps or so) framerate

      Model complexity is definitely a very good use for them extra GPU cycles. I fully agree with you there.

      As for viewing distance - my opinion here is based on a combination of ignorance and some common sense, but doesn't the following sound a bit silly?
      You're looking through the scope of your sniper rifle, the business end of which is pointed at your mark 500 meters away.
      A car drives up near him (complicating the rendering process), your field of view decreases, whoops? I can only see 400 meters! where did the fog of war come from? where's my mark?!


      Of course, but then the field of view is decreased in the majority of games that allow zooming, and this severely decreases the co

      --
      -PainKilleR-[CE]
  8. 60 + 60 = 120 FPS!! by Anonymous Coward · · Score: 2, Funny
    This is great news! If you add the 60 fps capped from last week to today's 60 fps, you end up with a whopping 120fps!!

    Sweet!!!!! Thank you Hemos!

  9. Seems like a design problem by cpuffer_hammer · · Score: 0, Insightful

    Seems like a design problem being fixed with a limiter. The objects in the game should be moving at whatever pace the designer wants and the graphics should be showing you where they are at. It should not matter if you have 10fps or 600fps, just that you would have less difference between the pictures.

    Might it be that the pictures are more important to these games than the "Physics" behind them? This might also explain why the multi player cheats have been so easy.Seems like a design problem being fixed with a limiter. The objects in the game should be moving at whatever pace the designer wants and the graphics should be showing you where they are at. It should not matter if you have 10fps or 600fps, just that you would have less difference between the pictures.

    Might it be that the pictures are more important to these games than the "Physics" behind them? This might also explain why the multi player cheats have been so easy.

  10. Why jumps are connected to FPS. by hackwrench · · Score: 1

    The physics are calculated on the client and use the framerate as the timer. So, higher framerate messes with the time for the jump. I think that connecting the two is a bad idea.

    1. Re:Why jumps are connected to FPS. by Dreadlord · · Score: 1
      The physics are calculated on the client and use the framerate as the timer.

      I don't believe this is the problem with Doom III, using the frame rate as a timer is the dumbest thing a game programmer can do, because, as already pointed out, fraem rate may vary between clients.
      Anyway, check out the Quake / Quake II engines source code, both use real time as a timer.
      So I doubt this is the reason behind it, any body has more info or something?

      --
      The IT section color scheme sucks.
    2. Re:Why jumps are connected to FPS. by ActiveSX · · Score: 2, Informative

      http://ucguides.savagehelp.com/Quake3/FAQFPSJumps. html
      No, that's pretty much the problem.

    3. Re:Why jumps are connected to FPS. by drnlm · · Score: 2, Interesting
      A vastly over-simplified view of the game rendering engine is
      while (true)
      update_player_position()
      render_frame()
      done
      This calculates the details and spits out the frames as fast as the graphics-card can draw them. The problem is in update_player_positions() - Computers are of course finite precision. Consequently round-off errors occur as soon as you approximate real world physics. Since numerical errors are cumlative, updating the position every frame can produce different results depending on frame-rate when you are close to a round-off boundary. To clarify this a bit - consider the following example - a player starts falling from rest at 300 units/s^2. We use the following formulaes (assuming accelaration constant):
      • v_cur=v_prev+a*delta_t
      • d_cur=d_prev + v_prev*delta_t+ (v_cur-v_prev)*delta_t/2
      (classical newtonian physics, etc). We use integers to store v and d and round rather than truncate.

      If we calulcate his speed five times over the first second, we get the following list of speeds and distances moved:
      time (s): 0 0.2 0.4 0.6 0.8 1
      speed (units/s): 0 60 120 180 240 300
      distance (units): 0 6 24 54 96 150
      and at 6Hz
      time: 0 0.167 0.333 0.5 0.667 0.833 1
      speed: 0 50 100 150 200 250 300
      dist: 0 4 17 38 67 105 151

      The cumulative round-off error creates a difference of 1 unit in the final position. This is because, even though we use the real clock, when we sample it and thus the fractions in the calculationa re influenced by the frame rate.

      One possible solution is to do the calculation at a constant. This ensures consistent if not nessecarily correct results (150 is the correct distance in the above example, but lokcing the caluclation to 6 HZ would give and incorrect result). Note that to do this properly you need to completely seperate calucaltion from display, i.e. regardless of frame-rate, calculate position 60 times a second, i.e.
      Thread 1:
      while (true)
      update_player_position()
      wait (1/60 s)
      done

      Thread 2:
      while (true)
      get_data()
      render_frame()
      done
      Exercise 1: Add suitable locking to deal with race consdition between get_data and update_player_position
      Exercise 2: Rewrite as non-threaded.
      Exercises to submitted in Logo

      The decision to limit display rate to at most 60 fps is to prevent jerky display artifiacts. Since they are only calculating stuff at 60Hz, displaying at some higher number involves duplicating a percentage of the frames - which is not visually smooth. Other solutions to the display problem are possible, but not all are suitable for games. In simulations, for instance, it is possible to lag the display cycle a few steps behind the calculation loop and use interpolation techniques to approximate the inter-frame motion.

    4. Re:Why jumps are connected to FPS. by Dreadlord · · Score: 1

      hmm, how on earth did he/she manage to dive into the source code of Quake III while its not open yet? I know the gameplay source code is out, but I doubt that code dealing with how the game detects collisions and deals with physics is game play, or is it?

      --
      The IT section color scheme sucks.
    5. Re:Why jumps are connected to FPS. by ncmusic · · Score: 1

      There are mods out there which will display your speed, height, etc. It's a pretty simple thing to change the fps and just test the values. Basically if you look at the article you can see they didn't need the source to do this testing as gravity and what not are configurable.

  11. better for me by sydlexic · · Score: 1

    I will now have a lot more time between frames to consider the multiple ways in which I will KICK YOUR ASS. Bwahahahaha!

  12. 60 fps? by danro · · Score: 1

    Let me be the first to embarrass myself to future gamers by saying:
    640kb primary memory... i mean 60 fps should be enough for everyone!

    --

    "First lesson," Jon said. "Stick them with the pointy end."
    1. Re:60 fps? by Anonymous Coward · · Score: 0

      Somebody already said this in the original thread. Somebody mod this unfunny dipshit down.

  13. Dupe. by geggibus · · Score: 2, Funny

    Can't slashdot cap dupes? ;)

    -K

    1. Re:Dupe. by evilquaker · · Score: 1
      Can't slashdot cap dupes? ;)

      Dupes are theoretically capped... at (# of "editors") + 2.

      (I added 2 because I figured Timothy and Michael could conceivably post a dupe of something they already posted...)

      --
      To within half a percent, pi seconds is a nanocentury. -- Tom Duff
  14. MOD PARENT DOWN by Anonymous Coward · · Score: 0

    copied and pasted off the original story, mods, mod down, thank you.
    Actually, it's pretty easy to tell, that it's copied and pasted, the whole post is a mess.

  15. Sorry about the dupe by StupidKatz · · Score: 1

    Didn't realize that not all stories make it to the front page. Hrmf.

    1. Re:Sorry about the dupe by jensend · · Score: 1

      Go to your /. Preferences and check the box which says "Collapse Sections". Then all the stories will make it on to your front page.

    2. Re:Sorry about the dupe by StupidKatz · · Score: 1

      Thanks for the info, but I am very rarely logged in. (Only login to post.) Hopefully, this is something I can chalk up to yet another /code change, akin to the vanishing sigs, etc.

    3. Re:Sorry about the dupe by Dave2+Wickham · · Score: 1

      It's been like that all the time I've been here...

  16. game tic not frame rate. by illumen · · Score: 3, Informative

    Pretty sure he said game tic, not frame rate?

    The difference is the ai/physics/game rules will be updated at 60hz, whilst the rest(sound video) could be updated at a different rate.

    The benefits for the fixed rate are a few. It is almost very similar to having your elapsed time calculations between frames being fixed.

    The biggest advantage of it is in terms of game play. You can be garaunteed that most players will see a very similar game world each time they play. For example imagine there is a slide which the character has to run down. Then there is a big hole in the ground which the character has to jump over onto a platform past this hole. With a fixed tic rate you can place the platform at such a place that the jump must be timed just right. That is the player will not make the jump unless they jump right from the end. But with a variable tic rate you can not be sure that the player will be able to be at that exact position. Time may move too fast and they may miss the perfect jump location.

    Another important reason to have a fixed tic rate is so that motion looks smooth. There is no point in having all animations being updated 300 times a second in one room, then pause for a quater of a second. It would look jerky.

    It can simplify calculations. Allthough this doesn't really matter too much for someone writing a fairly complex physics simulation like they are. But making sure every thing is done within 1/60th of a second is simplified if you know that rate is fixed. If there is time left over you can do some preprocessing for the next frame if you want.

    Having a slower than maximum tic rate can also allow you more time to render a purty scene, calculate nice interactions with the world etc.


    Have fun!
    http://www.holepit.com/

    1. Re:game tic not frame rate. by PainKilleR-CE · · Score: 1

      Pretty sure he said game tic, not frame rate?


      The article linked here is very short on information (and actually quite incorrect on a number of statements), but the earlier article quoted the framerate cap specifically, with the quote in this article as explanation for the reason why the cap was made:

      The game tic simulation, including player movement, runs at 60hz, so if it rendered any faster, it would just be rendering identical frames

      The article stated 'no more no less', which is just wrong, as no one at id has ever stated that Doom 3 would maintain a given minimum framerate, let alone a constant framerate.

      --
      -PainKilleR-[CE]
  17. In other news... by antin · · Score: 0, Redundant

    Slashdot stories to be capped at 2 reposts.

    Actually better make it 3, you never know...

  18. argh!!! by Drantin · · Score: 1

    The summary actually contains a dupe acknowledgement!

    Run for the hills! The end times are upon us!!!

    --
    Actio personalis moritur cum persona. (Dead men don't sue)
  19. Doom I & II also had this... by Kegetys · · Score: 1

    Looks like they really are doing a sequel, the original Doom FPS was also capped (to 31fps if I remember correctly) Maybe there could be motion blur support to use when cards get fast enough to be able to run it for more than 60fps?

    1. Re:Doom I & II also had this... by mobby_6kl · · Score: 0

      > when cards get fast enough to be able to run it for more than 60fps?

      when cards get fast enough to do 60+fps, DoomIII will be obsolete :p

  20. They did this because of Xbox by Anonymous Coward · · Score: 0

    Television based game consoles never run faster than 60 fps, so I'm positive they did this to keep the PC game consistent with the Xbox version.

    1. Re:They did this because of Xbox by Anonymous Coward · · Score: 0

      I'd be surprised if the Xbox version even got to 60fps, much less anything higher than that.

    2. Re:They did this because of Xbox by Azathoth!EDC · · Score: 1

      Me too, especially when considering that (NTSC) tv's are interlaced and operate at ~30 FPS

    3. Re:They did this because of Xbox by Anonymous Coward · · Score: 0

      Oh here F'ing go again. THis damn argument.

      YES, a television receives video signals for TV broadcasts at 60fps interlaced, thus acheiving a 30 fps ifyou considered that 2 frames are used for the interlacing. Video tape adheres to the standard as well.

      BUT GAME CONSOLES DON'T. Game consoles can output theirgraphics non-interlaced and thereby do acheive 60 fps. It's been this way since forever.

      THank you

    4. Re:They did this because of Xbox by Viol8 · · Score: 1

      "Game consoles can output theirgraphics non-interlaced and thereby do acheive 60 fps"

      And on an interlaced TV screen thats how much use exactly? Or are you suggesting that they send some
      magic signal down the cable that makes the TV electronics suddenly switch into a hidden non-interlaced mode?

  21. cheat? by mnemonic_ · · Score: 1

    "On a more positive note, it is good to see designers anticipating problem exploits - no one likes a mutiplayer cheater."

    Is it a cheat if the only thing it requires is skill, without any modification to the game?

    1. Re:cheat? by Anonymous Coward · · Score: 0
      Is it a cheat if the only thing it requires is skill, without any modification to the game?


      Skill isn't the only thing it requires, it also requires that you have a high enough frame rate to pull it off. It's not a level playing field.
  22. Why 60 FPS? by ccarter · · Score: 1

    I would like to know why they picked 60 FPS. 72 or 75 FPS would have been a better. It just seems to me that since flourescent lighting flickers at a 60Hz rate that 60 FPS would have been best avoided.