"David S. Miller" wrote: > > From: Gareth Hughes <[EMAIL PROTECTED]> > Date: Wed, 20 Feb 2002 18:15:54 -0800 > > Keith Whitwell wrote: > > You do "see" the partial frames, it seems. The eye seems to do a reasonable > > job of integrating it all, providing you with a low-latency view of the game > > world. > > Hardcore gamers want ~100fps so the game clock is updated enough to > allow smooth gameplay. This is particularly important with > network-based deathmatch games. > > In fact in many versions of quake3 the distance you can jump is > determined by what FPS you can achieve. 125FPS is the optimal > rate in those cases and it is what everyone uses.
That sounds like a bug in the quake physics model - some silly feedback between the integration time step and the display subsystem... I'm suprised... Keith _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel