4 ms·
Rendering the same frame multiple times is terrible. Standard solution is to interpolate position between two known physics states. This means physics is one t
by forrestthewoods 10y ago
Rendering the same frame multiple times is terrible.
Standard solution is to interpolate position between two known physics states. This means physics is one tick behind in the normal case.
There's a clever approach I read recently. It's to trrat physics like fighting games test netcode. Extrapolate physics (usually a huge no no) and fix up in the unusual case that it's wrong.
Now that 144Hz and even 165Hz monitors are common I expect to see more experimentation with this type of thing.
- taneq 10y agoI think we tend to see extrapolation as a no-no because we're thinking in terms of hundreds of milliseconds. If you know the physics of your system quite well and your interval is small enough and regular enough you can get a significant boost from extrapolation. More: https://developer.oculus.com/blog/the-latent-power-of-prediction/ https://developer.oculus.com/blog/the-latent-power-of-predic...
- JoshTriplett 10y ago> I think we tend to see extrapolation as a no-no because we're thinking in terms of hundreds of milliseconds. Exactly. Doing physics at 30Hz and rendering at 60Hz seems like a bad idea. Doing physics at 60Hz and rendering at 120Hz seems completely fine.
- Kiro 10y ago> Extrapolate physics (usually a huge no no) Why is it usually a huge no no?