Fixed time step, capped framerate

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9 comments, last by eczkchtl 16 years, 4 months ago
Quote:Original post by Vorpy
If you interpolate between frames, you can also cut the simulation cycles by half or even more since most games don't really need a 60 Hz simulation rate (although usually this sort of interpolation only makes sense with 3d rendering; in a 2d game it is easier for rendering artifacts to stand out when this is done).

Displaying the same image for 2 frames occasionally isn't really that bad. Film is usually shot at 24 frames per second, while NTSC televisions display approximately 30 frames per second. 4 frames need to be stretched into 5, although NTSC uses interleaved fields (each field is either odd or even numbered lines). Usually two adjacent frames of film have one of their fields shown twice, creating one frame of video where the even lines are from one film frame and the odd lines are from the next, or something like that. While a monitor probably won't be interleaved, going from 60 to 75 won't be that noticable.


For our game (a fast shoot em up) it's very preferable to have a high simulation rate as well as a high rendering rate. Going from 60Hz to 75Hz is really noticable. Going from 60Hz to 90Hz is quite ok though.

However it's solved. Either force 60Hz refresh rate on the screen or do interpolation of frames.

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