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#ActualL. Spiro

Posted 23 November 2012 - 03:54 AM

You have been already pointed at 2 MAJOR AAA titles (arguably, the 2 killer application in the respective console business) that contradict your "it's unacceptable" claim.. there isn't much to add to the debate neh?

Not until you point out why you would tell someone to just increase his update rate without actually knowing what the underlying cause is.
I also pointed out many major titles in which an update rate of only 32 times per second provided non-stuttering and stable physics, and many games with nice smooth responsive input at similar rates.

The difference is, I am trying to demonstrate that he shouldn’t be having stutter or non-responsive inputs at lower update frequencies and trying to impress upon him that he should investigate the real cause to this, whereas you are simply trying to win an argument over the Internet.

If you were more concerned with actually trying to help than with trying to win some debate, you would see that there is no way to deny that an overwhelming number of games run responsively and jitter-free at update rates near 30, and that this is an obvious sign that there must be something else wrong with his pipeline.

I’d rather be helpful to the original topic poster than to win some argument online. People keep posting about examples of games that use update rates I said were unacceptable, but they are missing the point.
The point was that increasing the update rate prematurely is likely to do nothing more than hide an underlying problem, since so many games can run fine at ~30 ticks per second, no jitter, smooth response to input. Since this much is obvious, and he never said anything about racing games.
Which do you think is more likely? He is advanced enough to be making a high-end racing game but doesn’t know common update rates, or that he is an average guy learning game programming with an average-case project and has an average problem with his update rates?

Seriously, enough posts about racing games. I am not here to argue semantics; I am here to help this guy.


L. Spiro


[EDIT]
Wow, 3 negative votes; that’s what I get for trying to help instead of trying to win an argument.
I modified my first post to satisfy pedantic readers.
[/EDIT]

#2L. Spiro

Posted 23 November 2012 - 03:43 AM

You have been already pointed at 2 MAJOR AAA titles (arguably, the 2 killer application in the respective console business) that contradict your "it's unacceptable" claim.. there isn't much to add to the debate neh?

Not until you point out why you would tell someone to just increase his update rate without actually knowing what the underlying cause is.
I also pointed out many major titles in which an update rate of only 32 times per second provided non-stuttering and stable physics, and many games with nice smooth responsive input at similar rates.

The difference is, I am trying to demonstrate that he shouldn’t be having stutter or non-responsive inputs at lower update frequencies and trying to impress upon him that he should investigate the real cause to this, whereas you are simply trying to win an argument over the Internet.

If you were more concerned with actually trying to help than with trying to win some debate, you would see that there is no way to deny that an overwhelming number of games run responsively and jitter-free at update rates near 30, and that this is an obvious sign that there must be something else wrong with his pipeline.

I’d rather be helpful to the original topic poster than to win some argument online. People keep posting about examples of games that use update rates I said were unacceptable, but they are missing the point.
The point was that increasing the update rate prematurely is likely to do nothing more than hide an underlying problem, since so many games can run fine at ~30 ticks per second, no jitter, smooth response to input. Since this much is obvious, and he never said anything about racing games.
Do you think it is statistically likely that he is working on such an advanced game and such a special-case scenario, yet doesn’t understand what update rate he should be using?
Which do you think is more likely? He is advanced enough to be making a high-end racing game but doesn’t know common update rates, or that he is an average guy learning game programming with an average-case project and has an average problem with his update rates?

Seriously, enough posts about racing games. I am not here to argue semantics; I am here to help this guy.


L. Spiro


[EDIT]
Wow, 3 negative votes; that’s what I get for trying to help instead of trying to win an argument.
I modified my first post to satisfy pedantic readers.
[/EDIT]

#1L. Spiro

Posted 23 November 2012 - 03:40 AM

You have been already pointed at 2 MAJOR AAA titles (arguably, the 2 killer application in the respective console business) that contradict your "it's unacceptable" claim.. there isn't much to add to the debate neh?

Not until you point out why you would tell someone to just increase his update rate without actually knowing what the underlying cause is.
I also pointed out many major titles in which an update rate of only 32 times per second provided non-stuttering and stable physics, and many games with nice smooth responsive input at similar rates.

The difference is, I am trying to demonstrate that he shouldn’t be having stutter or non-responsive inputs at lower update frequencies and trying to impress upon him that he should investigate the real cause to this, whereas you are simply trying to win an argument over the Internet.

If you were more concerned with actually trying to help than with trying to win some debate, you would see that there is no way to deny that an overwhelming number of games run responsively and jitter-free at update rates near 30, and that this is an obvious sign that there must be something else wrong with his pipeline.

I’d rather be helpful to the original topic poster than to win some argument online. People keep posting about examples of games that use update rates I said were unacceptable, but they are missing the point.
The point was that increasing the update rate prematurely is likely to do nothing more than hide an underlying problem, since so many games can run fine at ~30 ticks per second, no jitter, smooth response to input. Since this much is obvious, and he never said anything about racing games.
Do you think it is statistically likely that he is working on such an advanced game and such a special-case scenario, yet doesn’t understand what update rate he should be using?
Which do you think is more likely? He is advanced enough to be making a high-end racing game but doesn’t know common update rates, or that he is an average guy learning game programming with an average-case project and has an average problem with his update rates?

Seriously, enough posts about racing games. I am not here to argue semantics; I am here to help this guy.


L. Spiro

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