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What is this about. What do you want.
It is in the newest version of the beta. It's also been suggested earlier.
What does FPS capping do anyway? If I understand that right - it puts a limit on FPS.But isn't the more FPS = smoother motion = better? If so - why would you want to limit it?
Its not coded well. It lower 20% less fps than set. Thats not like pro games, or vsync, where u cap at 100 fps and get 99.99/100 fps. Its just lower the ammount of fps showed. IT JUST SUX.
Quote from: L[0ne]R on May 28, 2010, 07:31:46 pmWhat does FPS capping do anyway? If I understand that right - it puts a limit on FPS.But isn't the more FPS = smoother motion = better? If so - why would you want to limit it?Having a stable FPS of 50 is much better than having an FPS jumping between 50 and 100.Quote from: biohazard on May 28, 2010, 07:52:46 pmIts not coded well. It lower 20% less fps than set. Thats not like pro games, or vsync, where u cap at 100 fps and get 99.99/100 fps. Its just lower the ammount of fps showed. IT JUST SUX.That I don't know much about. What is coded well in Soldat?
Quote from: Dusty on May 29, 2010, 07:01:56 amQuote from: L[0ne]R on May 28, 2010, 07:31:46 pmWhat does FPS capping do anyway? If I understand that right - it puts a limit on FPS.But isn't the more FPS = smoother motion = better? If so - why would you want to limit it?Having a stable FPS of 50 is much better than having an FPS jumping between 50 and 100.Quote from: biohazard on May 28, 2010, 07:52:46 pmIts not coded well. It lower 20% less fps than set. Thats not like pro games, or vsync, where u cap at 100 fps and get 99.99/100 fps. Its just lower the ammount of fps showed. IT JUST SUX.That I don't know much about. What is coded well in Soldat?especialy since you eat a lot more with 60 fps than if you have 240 fps.
Quote from: -Major- on May 29, 2010, 07:25:59 amQuote from: Dusty on May 29, 2010, 07:01:56 amQuote from: L[0ne]R on May 28, 2010, 07:31:46 pmWhat does FPS capping do anyway? If I understand that right - it puts a limit on FPS.But isn't the more FPS = smoother motion = better? If so - why would you want to limit it?Having a stable FPS of 50 is much better than having an FPS jumping between 50 and 100.Quote from: biohazard on May 28, 2010, 07:52:46 pmIts not coded well. It lower 20% less fps than set. Thats not like pro games, or vsync, where u cap at 100 fps and get 99.99/100 fps. Its just lower the ammount of fps showed. IT JUST SUX.That I don't know much about. What is coded well in Soldat?especialy since you eat a lot more with 60 fps than if you have 240 fps.Elaborate please, what does your FPS have to do with lag? ( ping ) It doesn't matter whether you have 30 or 500 FPS. Unless you have proofs
You seem to ignore every given sense to the maximum.. you imply that I don't know what FPS are? Seems more like you didn't learn how to read or you didn't read my post entirely because I stated what FPS are and what not. Despite this little contradiction (because you neglected what FPS really are) this is Soldat. Soldat cannot be compared to 3D shooter games like, for instance, COD4, because the differences are too huge. It starts with 2D <> 3D and ends with bugs.Didn't we already have this little discussion? Everyone had the opinion that you cannot relate Soldat to any 3D games, be it Halo, COD4 or Quake. Except you again..I don't know why, but you really seem to ignore the content of my posts and only read my name. Because this is what I stated in my post before: Stop posting >assumptions< that sound like >facts< because you stressed them as if they were the one and only truth. It's kind of pathetic thinking about all those threads in which you post your assumptions that you defend like they were the Holy Grail.Feel free to comment again, I look forward to some serious fun
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var maxFPS: byte = 0; fpsLastFrame: DWORD = 0; fpsCurrentTime: DWORD = 0;begin fpsCurrentTime := timeGetTime(); if not ((fpsCurrentTime - fpsLastFrame) < (1000 / maxFPS)) then begin RenderFrame; fpsLastFrame := fpsCurrentTime; end;end;
Code: (pascal) [Select]var maxFPS: byte = 0; fpsLastFrame: DWORD = 0; fpsCurrentTime: DWORD = 0;begin fpsCurrentTime := timeGetTime(); if not ((fpsCurrentTime - fpsLastFrame) < (1000 / maxFPS)) then begin RenderFrame; fpsLastFrame := fpsCurrentTime; end;end;You tell me what is coded wrong about that, wiseguy.
var maxFPS: byte = 0;fpsLastFrame: DWORD = 0;fpsCurrentTime: DWORD = 0;begin fpsCurrentTime := timeGetTime(); if ((fpsCurrentTime - fpsLastFrame) < (1000 / maxFPS)) then begin RenderFrame; end; fpsFrameTime = fpsFrameTime + (1000 / maxFPS);end;
var maxFPS: byte = 0;fpsLastFrame: DWORD = 0;fpsCurrentTime: DWORD = 0;begin fpsCurrentTime := timeGetTime(); if ((fpsCurrentTime - fpsLastFrame) < (1000 / maxFPS)) then begin RenderFrame; fpsFrameTime = fpsFrameTime + (1000 / maxFPS); end;end;