R'n'D's notorious bond with framerate

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TheOnyxGuy
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R'n'D's notorious bond with framerate

Post by TheOnyxGuy »

For a while I thought that "Vertical sync" was pretty much wrong and was only fixated just on 60 fps because, but revisiting that option I got reminded that it also has an "Adaptive" option, while the one I was always thinking about is just "Normal". Adaptive one basically aligns game's framerate with the framerate of your monitor and overall graphics. There's few problems with that, though.
First off, it only aligns adaptive vertical sync with the framerates that the game supports, that being the ones listed in Game Speed setting, which is, somewhat alright, but nowadays most current monitors have completely different framerates, which means the Vertical Sync may be completely useful unless you manually set your framerate to 50 or 60 fps or if by chance your monitor may have a framerate that game supports as it's lesser options. For example, my monitor is 75 Hz, which means the best framerate it can output is 75 fps. with that, trying to enable Adaptive Vertical Sync just results in game saying "Setting Vsync failed", because the closest the game supports is 70 fps. More modern monitors have even weirder frame frequencies, that being 144 Hz, 165 Hz, 240 Hz, and even 480 Hz monitors are already available. That isn't much of the problem really, and that's because of the second point.
Second, the perception of "framerate" nowadays somewhat mutated, that being instead of "game running faster on higher framerates or slower on lower frequencies" (aka NTSC's 60 fps vs PAL's 50 fps), it's "game runs smoother", because unlike RnD and most of very old games these games only display visuals at the framerate of your monitor, while technical calculations of the game itself are locked in a certain general frequency called "TPS" (ticks per second). While you may see the image smooth and clear as day on a 144 Hz monitor, the game itself updates all of it's technical actions in, let's say, 20 tps. Basically what I'm saying is that unlike all current games R'n'D is very much dependant on it's framerate, because for it FPS and TPS are the same.
I'm not exactly sure myself what I'm trying to achieve with this, but can there be potentially be a moment in the future when Rocks'n'diamonds will have it's framerate and running speed separated?
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Re: R'n'D's notorious bond with framerate

Post by amirnatsheh7 »

hmm.. maybe.
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BryanFRitt
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Re: R'n'D's notorious bond with framerate

Post by BryanFRitt »

[Not exactly what you're asking for, but maybe this will help...]

Try compiling Rocks'n'diamonds with `make --debug`,
The debug compile version has options that can change speed on demand
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