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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

#12
post #8

Earlier quoted context omitted.

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?

Pulling from Wikipedia, the interpretation is probably "our current models don't make meaningful predictions at shorter intervals" as opposed to "the framerate of reality".

Specifically, the Planck Length is described as:

It is the smallest distance about which current, experimentally corroborated, models of physics can make meaningful statements.[2] At such small distances, the conventional laws of macro-physics no longer apply, and even relativistic physics requires special treatment.

Here's the article and citation: https://en.wikipedia.org/wiki/Planck_length#cite_note-3

And a Planck time unit is the time it takes light to travel that distance.

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

#13
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"

I think a lot of game engines really aren't that robust. Bethesda's engine is notorious for breaking the laws of physics when your FPS is above 60

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

#14
This is incredible.

It's impressive enough to draw a single, static, flat shaded unlit triangle at 1k fps. It wasn't that long ago that this wasn't possible.

I can't imagine how much yak shaving went into this. There are so many little things that would have to get changed. Is there a write-up to read or a talk to watch?

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

#15
post #14

This is incredible. It's impressive enough to draw a single, static, flat shaded unlit triangle at 1k fps. It wasn't that long ago that this wasn't possible. I can't imagine how much yak shaving went into this. There are so many little things that would have to get changed. Is there a write-up to read or a talk to watch?

I think you're misunderstanding the headline.

The article states that it is merely the engine that is capable of hitting 1,000 fps, but their test systems have only hit 400 fps. In other words, the game simply has some future proofing.

This is relevant because there are games that can exceed the supported framerates of their engines. As mentioned in another comment, if Skyrim runs at over 60 fps, then the physics engine breaks down.

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

#17

Earlier quoted context omitted.

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?

Pulling from Wikipedia, the interpretation is probably "our current models don't make meaningful predictions at shorter intervals" as opposed to "the framerate of reality". Specifically, the Planck Length is described as: It is the smallest distance about which current, experimentally corroborated, models of physics can make meaningful statements.[2] At such small distances, the conventional laws of macro-physics no…

So in essence, distances are basically discrete units thanks to the Planck Length? (Doesn't this have the profound implication that the Coastline Paradox[0] becomes theoretically solveable?)

Naturally, this doesn't necessarily imply that time, too, has to be discretely divisable, so I think I can understand how the person who studied physics sees it...

[0]: https://en.wikipedia.org/wiki/Coastline_paradox

EDIT: On the Coastline Paradox, it's stated on the Wikipedia page (I had just thought, and linked, without reading):

> "As the length of a fractal curve always diverges to infinity, if one were to measure a coastline with infinite or near-infinite resolution, the length of the infinitely short kinks in the coastline would add up to infinity.[3] However, this figure relies on the assumption that space can be subdivided into infinitesimal sections. The truth value of this assumption—which underlies Euclidean geometry and serves as a useful model in everyday measurement—is a matter of philosophical speculation, and may or may not reflect the changing realities of "space" and "distance" on the atomic level (approximately the scale of a nanometer). For instance, the Planck length, many orders of magnitude smaller than an atom, is proposed as the smallest measurable unit possible in the universe."

EDIT2: > "smallest measurable unit possible" ...oh no... we still have to go deeper!

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

#18
post #4

Earlier quoted context omitted.

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"

I think a lot of game engines really aren't that robust. Bethesda's engine is notorious for breaking the laws of physics when your FPS is above 60

One fun example from dark souls 2 on pc: If your FPS was set to 60 (from the consoles ~30fps) your weapons would degrade twice as fast apparently due to weapon durability loss being counted per frame that your weapon was in contact with a wall, floor, corpse, etc.
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