Weird walking glitch [message #492578] |
Wed, 11 October 2017 05:42 |
Neijwiert
Messages: 124 Registered: October 2009
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Ever since I came back after some time to play Renegade again I have the problem shown in the video below:
https://youtu.be/3oZ1YMKdr1M
I have this in every server. In the video it's in my own server as a demonstration. I don't think I had this problem pre 4.4
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Re: Weird walking glitch [message #492579 is a reply to message #492578] |
Wed, 11 October 2017 09:55 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Do you have vsync on? If you go over a certain fps i believe this glitch occurs. It might be that you upgraded your computer and it consistantly puts out more frames than your old one.
I don't have this issue on my end but I run vsync. I imagine my gtx1070 and i7 6820hk without vsync would easily get the fps for it though with it off though. Next time I am home I will try it out.
I strongly recommend turning on vsync. There is a lot of physics things in the w3d engine that rely on having a consistent frame time which vsync provides. Running it should greatly reduce the amount of lag you see since the behavior of objects will be more consistent with what the server is doing.
[Updated on: Wed, 11 October 2017 10:01] Report message to a moderator
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Re: Weird walking glitch [message #492580 is a reply to message #492579] |
Wed, 11 October 2017 13:09 |
Neijwiert
Messages: 124 Registered: October 2009
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dblaney1 wrote on Wed, 11 October 2017 09:55 | Do you have vsync on? If you go over a certain fps i believe this glitch occurs. It might be that you upgraded your computer and it consistantly puts out more frames than your old one.
I don't have this issue on my end but I run vsync. I imagine my gtx1070 and i7 6820hk without vsync would easily get the fps for it though with it off though. Next time I am home I will try it out.
I strongly recommend turning on vsync. There is a lot of physics things in the w3d engine that rely on having a consistent frame time which vsync provides. Running it should greatly reduce the amount of lag you see since the behavior of objects will be more consistent with what the server is doing.
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You are right, that was the problem. I forgot Renegade had those weird issues caused by framerate.
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Re: Weird walking glitch [message #492618 is a reply to message #492616] |
Wed, 25 October 2017 20:52 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Jerad Gray wrote on Wed, 25 October 2017 17:10 |
dblaney1 wrote on Fri, 13 October 2017 11:21 | Whats wrong with emitters at 60fps?
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The Inheritance setting doesn't work consistently, I think it fails about 50% of the time at 60FPS if I recall correctly.
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Sounds like the code is broken in the same way the code for soldier ai rotation was. Its not taking frametime into account. I'll take a look at it since I was able to fix that code.
[Updated on: Wed, 25 October 2017 20:52] Report message to a moderator
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