DOOM 3 Previews

Even a slow Sunday gets its DOOM 3 post du jour, as there are a pair of previews of the imminent shooter online this weekend (thanks Frans). There are previews of the game on GameSpot and on IGN based on getting to check it out at the G-Phoria deal from G4. Here's a bit from GameSpot::
The Doom 3 demo station at G-Phoria didn't subject eager attendees to the game's introductory segment, which is reportedly set before all the hellish action picks up. In fact, our experience with Doom 3 started with the second level of the game, at which time the nameless main character is tasked with navigating the labyrinthine research base and briefly traversing the Martian landscape in search of a missing scientist. Right about the time you find this scientist, all hell breaks loose--literally--as a terrible presence overruns the base and your former comrades begin to turn demonically against you.
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Re: well listen
Aug 2, 2004, 10:49
Re: well listen Aug 2, 2004, 10:49
Aug 2, 2004, 10:49
 

"Pay attention grunts who didn't pay attention in class and all you FNGs. WebDemon did his homework. Didn't everyone wonder why all the performance charts had 30fps in the middle of the chart and 60fps as the max, and a smooth gameplay is defined as above 30fps while choppy play occurs when fps drop below 30?"

What a load of bollox, on so many levels...

"choppy" is going to be defined based on how many frames a single animation needs to complete as apposed to how many available frames there are as defined by the hardware...

You could make a game totally UN choppy at less than 30fps. Providing the animations in question ran less than the available frames.

Quake 1 is probably a pretty good example of this, most of the movement in q1 is not 2 frame heavy. Hence you are able to run at a low(ish) "cl_maxfps" without compromising the experience a huge amount.

As for your point "wonder why all the performance charts had 30fps in the middle of the chart and 60fps as the max"

Well that’s rather obvious. 60FPS is a enforced FPS limit (at least in the single player game), again much like the Q1 single player game (that also had a limit frame rate in single player assuming unedited config) so, half of 60, 30... That’s why it’s in the middle. Nothing sinister there.

Its all down to animations vs. frame availability. Something that also defines a “choppy” experience in my personal opinion is a wildly fluctuating frame rate. Consider this, it obvious the human eye is capable of taking in hundreds up on hundreds of frames per second, so why does a mere 25, suffice for me when watching television in the uk? Again obvious, its due to the consistency of the experience. My eye views the image, tunes in to the frequency that’s its running at, and because that frequency remains constant it remains as a pleasurable experience…

I guess that is 1 good argument for hard coding the frame limit in a game, choose a number that out numbers your animations, then when the hardware catches up, people will have one of the smoothest experiences on the eye possible. Just like watching a TV.

Obviously how complicated doom 3 animations are, that’s another conversation… and one I just don’t know anything about.

and no, I haven’t spell checked this post, or really thought about it to much, just wanted to point out some things that in my mind are just obvious facts.


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