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GPL Frame Rates

6 posts by 6 people · 31 Dec 2001 14:25 UTC - 31 Dec 2001 21:20 UTC

Tom Massung 31 Dec 2001 14:25 UTC#144327
Is there a max frame rate that GPL can provide? Thanks! Tom
36fps. sometimes you'll see the counter hit 37 but that probably is just a display overflow. The framerate is tied to the physics engine so everything happens within a given time. This is great for online play IF everyone is getting the full 36fps. If you do not, then the server has to work harder to predict positions of vehicles and warping increases. dave henrie "Tom Massung" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> Is there a max frame rate that GPL can provide? > > Thanks! > > Tom > > >
I think it's like 36, but there definetly is a number. I have an odd problem in this area. On my system, it always reports 2.47 fps (that's two point four seven). It's obviously MUCH faster than that :) I also have a problem with intermittent, temporary screen stutters that cause me grief. They are so bad sometimes that I'm off the track before it stabilizes. I've yet to figure this out. Next Weekend, I'm going to uninstall GPL, including throwing away the old folder, and reinstall everything fresh and hope it goes away. -Larry "Tom Massung" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> Is there a max frame rate that GPL can provide? > > Thanks! > > Tom > > >
Dave Henrie wrote in news:8H_X7.26088$[email hidden]:
Quoted text (18 lines)> 36fps. sometimes you'll see the counter hit 37 but that probably is > just a display overflow. The framerate is tied to the physics > engine so everything happens within a given time. This is great > for online play IF everyone is getting the full 36fps. If you do > not, then the server has to work harder to predict positions of > vehicles and warping increases. dave henrie > "Tom Massung" <[email hidden]> wrote in message > news:[email hidden]... >> Is there a max frame rate that GPL can provide? >> >> Thanks! >> >> Tom >> >> >> > >
Dave, are you suggesting that someone with a poor framerate -- due to CPU or video card -- could have a negative impact on everyone else in an online race? I know that empirical evidence suggests that someone having a poor connection can have a negative impact on everyone else inthe race, but yours is the first mention of poor framerate affecting others (if I read you right). -- Darryl
"Dave Henrie" <[email hidden]> wrote in message news:8H_X7.26088$[email hidden]... > 36fps. sometimes you'll see the counter hit 37 but that probably is just a > display overflow. The framerate is tied to the physics engine soeverything > happens within a given time. This is great for online play IF everyone is > getting the full 36fps. If you do not, then the server has to work harder > to predict positions of vehicles and warping increases. > dave henrie Nonsense. The server load is in no way tied to the frame rates of clients. Neither is the rate at which clients send data to the server tied to their frame rate. Also the frame rate is not tied to the physics engine in a rigid way. It is for the max frame rate of 36, but when there is a cpu shortage, gpl drops the frame rate but not the "frequency" of the physics engine (as opposed to slomo mode of GP2/3). What can happen on a fully loaded client (which is what is indicated by fps <36) is that the modem does not get all the attention it wants and this may cause delays and packet loss. Although the server has to rely more on prediction than normal when this happens, it does not increase his load because he is predicting all the time anyway (he is doing 3 physics evaluations for every client frame (send_every = 3)). Not all kinds of connections suffer from full cpu load. For instance I ran successfully in the first days of gpl on an internal isdn card while fps were around 30. Serial connections are much more vulnerable as every byte received requires interrupt processing. Bart Westra

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