Well of course fixed frame rate might seem jerky to the trained eye,
compared to “floating deltas”, if you look at a ball or something
moving at a constant speed over the screen or the prime example,
scrolling text, since every now and then there is one more or one
less
logic step taken between to consequtive graphics frames:Let’s say we have 100 Hz game logic, and 60 Hz gfx. Then there are
100/60 ~= 1.67 logic frames per graphic update. Then somethimes
there
will be two logic updates between two graphic frames, and sometimes
one. Now when I come to think of it like this I’m not so sure I
would
use dt = 10 ms (100 Hz) fixed logic frame rate since this WILL look
jerky
That doesn’t matter if you’re interpolating. (As Kobo Deluxe and Pig
are doing.) You will get linear “segments” instead of smooth
curves, but after trying the Kobo Deluxe engine with logic frame
rates between 5 and 50 Hz, I dare say there’s no way to tell the
difference with sensible logic frame rates. (Say, above 20 Hz, if
even that.) The difference between the exact positions and the
piecewise linearly interpolated ones is in the order of fractional
pixels.
Then again, increasing the logic frame rate to 1000 Hz will look
much smoother,
Yes, but it’s a rather inefficient way of dealing with the problem.
You need insane logic frame rates to get anywhere near the accuracy
of simple, fast 24:8 fixed point interpolation with a logic frame
rate lower than the rendering frame rate. And if you’re going to do
sub-pixel accurate rendering (with OpenGL), you’ll need that
accuracy…
//David Olofson - Programmer, Composer, Open Source Advocate
.- Audiality -----------------------------------------------.
| Free/Open Source audio engine for games and multimedia. |
| MIDI, modular synthesis, real time effects, scripting,… |
`-----------------------------------> http://audiality.org -’
— http://olofson.net — http://www.reologica.se —On Friday 11 March 2005 19.59, Olof Bjarnason wrote: