Curious FDev decision(New FSD)

So if I'm reading this right, if I plug my GT 1030 in, change my CPU speed to super conservative values I'll go so fast with SCO I might time travel to U19s release?

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The most powerful answer is to decouple the physics engine from the render engine. The challenge is that's really very difficult to implement in practice so as someone else pointed out, a LOT of games have things dependent on framerate and then find unexpected complexities lead to unexpected outcomes.

So... yes, to keep things fair, fix the engine at a framerate which is also a decent compromise with however you are handling netcode and however you are handling runaway rounding errors, and the other problems you get into with numerical methods for physics.

The meta at the moment is to not only have the core physics engine locked for fairness but also have discretionary parts of the sim run faster for better accuracy locally and tie that in to the general clock as appropriate.
 
The better more common one is to divide temp/s by the delta time in the frame rate.
Seems an oversight. This makes it frame rate agnostic.
It does not, it merely ties it to some sort of rolling average of frametime, unless you are proposing that every frame looks at how far off the previous frame was and back-corrects, which is a good way to start building correction errors on top of the errors...

If you make it frame-rate agnostic first and then factor it per render frame then yes, that helps, but that is a lot harder than it sounds, and the only real way to do that is what I said in my other comment just now.
 
I did some confirmatory testing in the other thread.


 
I did some confirmatory testing in the other thread.


Here's another quick test:
Source: https://www.youtube.com/watch?v=5Rcf_EDHzcc


Only 1 ship, and two of the test runs (the 45 fps and the uncapped fps one) happened in the exact same circumstances (same amount of fuel, nearly same postition in space etc).
 
I think I'll pass on the 30 FPS just to get a few extra seconds of hypercruise time, when I don't need them that much in most scenarios. Works better to keep it active in shorter intervals and cut down on the fuel use anyway.

... also found that a (shieldless) Krait MKII with a G4 LE/monstered powerplant can drop a heatsink and hold itself at 0% heat with the overcharge active. At least with the setup I had when I decided to run that decidedly non-scientific test.
 
I checked at 30, 60 and 90 fps and Bob is right.
Heat generation is directly proportional to fps...
Is there an issue ticket for it? I would upvote.

(edit)
There is a ticket, but it does not load for me. I would definitely upvote/confirm.

Issue is not valid or link is not good
 
This ends up being pretty rough for me personally. If I try to lower the frame rate my game looks terrible. Choppy when looking around and seemingly stuttering or something unless I play with Framerate Limit set to off (over 100 FPS). So, I heat up super fast when using the module.

I wasn't impressed much by this module at the start, but this makes it even less attractive than it already wasn't.
 
This ends up being pretty rough for me personally. If I try to lower the frame rate my game looks terrible. Choppy when looking around and seemingly stuttering or something unless I play with Framerate Limit set to off (over 100 FPS). So, I heat up super fast when using the module.

I wasn't impressed much by this module at the start, but this makes it even less attractive than it already wasn't.
Still not gone to pick any of these up yet. However I am planning to do so in the next few days.

I have no intention of changing any of my settings, and frankly the thought of doing so to change the performance of a module makes me uncomfortable.

The fact that this overcharge comes with the expense of fuel usage and heat doesn’t worry me of itself as my image of it is like the afterburner on an old military jet so not something to run for minutes at a time but just for a fast and furious few seconds.
 
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