"The game tic simulation, including player movement, runs at 60hz, so if it rendered any faster, it would just be rendering identical frames. A fixed tic rate removes issues like Quake 3 had, where some jumps could only be made at certain framerates. In Doom, the same player inputs will produce the same motions, no matter what the framerate is."In a mostly unrelated note, we'd like to thank IGN for doing a story today on DOOM 3 and NVIDIA (who prefer their name be shown that way in print) to help celebrate INTRNATIONAL CAPS LOCK DAY.
Indiv: I didn't make up any facts, I made up a theory. And yes, you still don't uderstand it, but it is apparent that I don't have the ability to explain it without provoking your animosity.
Since 3d scenes are rendered, and not mapped (like 2d) why would it be outrageous to think that the same data couldn't be re-rendered from a different perspective? (Mostly independent of the game engine).
The FlightSim vs FPS example misses the point. The game engine of each interperts the mouse movement differently and each can send a new view vector to render the scene. The 'mouse movement' had nothing to do with the POINT of trying to differentiate the tics from the framerate.
You'd rather insult people and pretend that you are all knowing rather than have an interesting discussion about 3d rendering.
Ew.. that subject title sounds bad...
Anyway, MeatFarts says,
"Wrong. A movie shown in a theatre is shot at 24fps, but each frame is actually projected twice in the theatre, or you get ridiculous flicker. So it's 48fps playback... but half the time you're seeing the same frame you just saw.
"
To which I say, and your point is???? I said that 24FPS looks ok. If it is 48FPS, then 60 for Doom3 should still be quite sufficient.
More than that, I've been reading how Quake 3 had 2 1/2 times less tic rate than what Doom3 will have, so I don't understand the bickering.
60Hz tic rate FPS will be incredible!!!
Step 3, if you move your mouse sideways to change your view by 10 degrees for example... I'm assuming that the rendering device can re-draw the scene without any help from the game engine because it already has the geometry and textures in the memory buffer. The resulting view on the scren has changed of course, and is what -I- call a new 'frame'.
Just because you can't understand it doesn't mean it's wrong.