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Article #1764Re: The Correct Way to Control Game Speed
From: Bleeding Rivets
Date: Sun, 20 Dec 1992 09:53
Date: Sun, 20 Dec 1992 09:53
37 lines
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2436 bytes
In article <1992Dec19.190258.15117@midway.uchicago.edu> greg@dent.uchicago.edu (Greg Kuperberg) writes: [a lot of good stuff deleted] > >Now for some specifics. The eye and the visual cortex integrates >separate images into continuous motion if the images appear at a rate >faster than 5 or 10 times per second or so. 15 or more frames per >second looks good, and it is a waste of CPU time to have more than 30 >redraws per second. [more good stuff deleted] sometimes you'll want more than 30 redraws per second. I'm doing a spacewar-ish game and if you only have 30 redraws per second then when the ships start going at a pretty good clip they start to 'break up': it begins to look like you have 2 or 3 ships following each other; in other words you get an ugly 'strobing' effect. At 60 frames/sec (standard 640x480 refresh rate) things are pretty smooth. The faster you can do the frames the better, in my opinion; but I will also admit that 'spacewar' is a special case; you have rather small objects moving rather fast & you reach the point at which they are moving a substantial fraction of their own lengths in one frame rather quickly. The fact that they're high-contrast against a black background probably also helps make the eye more sensitive to any problems with jerkiness or strobing. Anyhow, I ended up just tying the frame generation rate to the vertical refresh signal of the monitor. It should still get 60 frames/sec on a 386SX-16, and it does look really nice at that rate. -- "The possessed's mad speech is the higher wisdom of the world, since it is human...Why have we not yet acquired this insight in relation to the world of the free will? Because outwardly we are the masters of madness, because the insane are violated by us, and we hinder them from living according to their ethical laws...Now we must endeavor to overcome the dead point in our relationship to insanity." --Wieland Herzfelde, 1914
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Path: arc1-ca.pugleaf.net!sparky!uunet!spool.mu.edu!agate!darkstar.UCSC.EDU!ucscb.UCSC.EDU!hemlock From: hemlock@ucscb.UCSC.EDU (Bleeding Rivets) Newsgroups: rec.games.programmer Subject: Re: The Correct Way to Control Game Speed Date: 20 Dec 1992 09:53:15 GMT Organization: University of California; Santa Cruz Lines: 37 Message-ID: <1h1fqbINN1em@darkstar.UCSC.EDU> References: <1992Dec19.190258.15117@midway.uchicago.edu> NNTP-Posting-Host: ucscb.ucsc.edu