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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
23 October 2004 15:07 (UK time)

640x480, 27 fps (18 on level 2), 768 mhz pIII
800x600, 17 fps (12 on level 2), 768 mhz pIII
800x600, 31 fps (29 on level 2), 1.7 Ghz barton

hold "I" key to get fps (level 2 fps drop due to many sheep, not night-time effect)

Edited: 23 October 2004 17:26


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James Bunting
Joined: 17 September 2003
Posts: 1301
27 October 2004 22:40 (UK time)

Its all capped at 30 FPS (give or take so don't expect any higher).

ToggleGameTimer = One of those undocumented console commands (this lifts the 30 FPS restriction and makes things go like stink).

Edited: 27 October 2004 22:41


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IMYSC2000T

Joined: 17 October 2004
Posts: 237
01 November 2004 10:51 (UK time)

Could the cap be removed in the future?

Anyways I get 32FPS highest, @ 1024x768 (accelerated DirectDraw method) with my Athlon-XP ~1533MHz (1800+).

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James Bunting
Joined: 17 September 2003
Posts: 1301
01 November 2004 22:58 (UK time)

Well the idea is sound and simple.

The human eye can't see more than 30fps (well not really), therefore 30fps is accepted as smooth animation.

The movement speeds are set as the distance moved per cycle, this kind of relies on 30 cycles per second. The bonus (at code level) is a single timer interrupt for the entire game.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
02 November 2004 01:01 (UK time)

Mine's more like 64, actually, and I've heard others say the same thing. 'Cuz even at 32FPS I can still notice the framed-ness.... Besides, when you have a cap on something, if newer features detract from frame-rate performance, then you'll get a limited potential that's being harmed as well.... Kind'a like Doom Legacy (the source port). If the Cap is removed at least it would make things a lot smoother, not to mention the fact that it'll leave room for the fram-rate to drop (due to Graphics and features and units overload and what-not) and still be acceptable. Also, wouldn't it give you more room to play with speeds and depth of detail and basically give you more power if you have the same distance per cycles calculated at whatever you decide to set it to (above 30FPS)?!

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James Bunting
Joined: 17 September 2003
Posts: 1301
02 November 2004 21:16 (UK time)

Well either way the game will run at 30fps, I can't see much point of changing that.

The video refresh could be unhooked from the game cycle but that should not make much difference. The only advantage with this is that if things slow down then it would skip frames.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
03 November 2004 01:06 (UK time)

Hmmm, but did you also consider that higher frame-rates are smoother-looking? Seriously, don't you notice when the Frame-Rate changes from, say, 30FPS, to say, 60FPS?

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Assain

Joined: 02 November 2003
Posts: 979
03 November 2004 20:56 (UK time)

You must consider the quality of poor computers. We dont want to make it so this game runs on (moderatly) high end computers only, you know


Edited: 03 November 2004 20:56


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James Bunting
Joined: 17 September 2003
Posts: 1301
04 November 2004 00:27 (UK time)

Amazingly M2 is faster than M1 due to better coding :)

After some thought (well playing with animations it turns out that IMYSC2000T is right). I may unhook the updates from the game. The game itsself will still clock at 30 cycles per sec but the animations will be clearer due to an uncapped frame rate.

This is not a priority matter though.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
04 November 2004 21:45 (UK time)

Cool. Just as long as it's somewhere on te list. Even if it's last! :p

Edited: 04 November 2004 21:46


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