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WebRTC works well in Firefox and Chrome, and provides UDP networking. See for example https://developer.mozilla.org/en-US/demos/detail/bananabread https://devel
by azakai 13y ago
WebRTC works well in Firefox and Chrome, and provides UDP networking. See for example https://developer.mozilla.org/en-US/demos/detail/bananabread https://developer.mozilla.org/en-US/demos/detail/bananabread - so we should definitely be able to do that in quakejs. Totally agree that TCP is not great for FPS games.
About vsync etc., I am not an expert on those. But the game should be able to render at 60fps (equal or better to consoles), see the demo above and also Epic Citadel etc.. Any worse means there is a bug, and we should file an issue and try to get it fixed.
- sponge 13y agoSorry, I meant to say greater than 60hz. QuakeJS certainly hits 60, but 60 is often considered the minimum, especially as 120hz LCDs become more popular. (Most QUAKE LIVE LAN tournaments are played on 120hz LCDs, and there is still a small but loud segment of players that will play on CRTs to get 144hz) Disabling vsync in about:flags definitely works, although it's an ugly thing for end-users to have to do. I've benchmarked 100> FPS by quake3's timedemo command through this method, although I don't recall trying to play the game and determining if the frames are actually being painted at that rate.
- azakai 13y agoYeah, I guess for that community super-high refresh rates can matter. But I think it's reasonable for those types of users to know how to change an about:config option ;)