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Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine

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Re: Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine

#2
I'm guessing they're capping at 1k, because that's the resolution of the millisecond timer?

I occasionally still run 3dMark03 to compare my modern PC's raw performance to one of the first rigs I built (150k now vs. 3.1k then), and getting more than 1k fps seems possible?

Re: Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine

#3
That’s cool and all and just in time for the huge halo cards from AMD and Nvidia and whatever gaming card is coming from Raja and Intel but I am just so stoked to play the game. I am very leery about them slowing down the player but introducing this power strafing move and all the parkour stuff but it should be amazing overall given all the footage I’ve seen.

Re: Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine

#4

I'm guessing they're capping at 1k, because that's the resolution of the millisecond timer? I occasionally still run 3dMark03 to compare my modern PC's raw performance to one of the first rigs I built (150k now vs. 3.1k then), and getting more than 1k fps seems possible?

I was just wondering why there's a cap at all when hardware is factored out. Your guess makes sense. If true, this seems like a puff piece that doesn't really mean much technically.

"Windows 10 can hit 16.8 million terabytes of RAM courtesy of the 64-bit architecture"

Re: Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine

#9
post #4

I'm guessing they're capping at 1k, because that's the resolution of the millisecond timer? I occasionally still run 3dMark03 to compare my modern PC's raw performance to one of the first rigs I built (150k now vs. 3.1k then), and getting more than 1k fps seems possible?

I was just wondering why there's a cap at all when hardware is factored out. Your guess makes sense. If true, this seems like a puff piece that doesn't really mean much technically. "Windows 10 can hit 16.8 million terabytes of RAM courtesy of the 64-bit architecture"

There are certain kinds of internal timers in games that end up locked to a base tickrate; e.g. physics behaviors. While it's possible to allow adjustment of those rates in many cases, it comes at the price of lowering reproducability and behavioral stability.

As well, it's possible to make everything smooth by adding a buffer and interpolating, but then you've added a buffer, so you have latency.

So games that specify a hard cap are usually aiming for a low-latency experience where the highest framerate is the base tickrate for the gameplay, and lower framerates are sampling from within that data.

Re: Doom Eternal can hit 1k FPS courtesy of the id Tech 7 engine

#10
post #8
post #5

Anybody knows what's the frame rate of reality?

About 1.86e43 fps, based on the Planck unit of time.

Does this also mean, that that's the smallest unit of time?

I've heard something like that from a non-physics person ten years ago, later then asked a person who actually studied Physics about it, and he claimed it was bullshit?

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