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Well... (Destiny)

by uberfoop @, Seattle-ish, Friday, April 11, 2014, 21:05 (3888 days ago) @ ZackDark

The physics and input sample rates don't need to be the same as the frame rate. Of course, if they're not multiples of the frame rate, it'd be awkward, but they can easily be a lot higher than the latter.

Hell, I do it all the time in simulator projects in my internship. Physics usually do about a thousand iterations before the screen updates while screen updates at 30fps.

Of course, but that doesn't contradict what I said.

That "average 25ms" figure I gave was, as I noted, purely the contribution of rendering performance in a simple situation where game logic cost is assumed to be negligible.

Accounting for what the player is doing at a high frequency and with low latency isn't going to completely make up for low-frequency high-latency player feedback.


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