| bio | website | |
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| age | ||
| visits | member for | 1 year, 1 month |
| seen | May 20 at 8:31 | |
| stats | profile views | 20 |
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Jul 6 |
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Triple buffering causes input lag? So with Triple buffering where does the jitter come from then? |
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Jul 6 |
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Triple buffering and jittering @PatrickHughes: Your explanation of why there is jerking doesn't make sense. |
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Jul 6 |
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Triple buffering causes input lag? What about this tweet by John Carmack: "Triple buffering adds latency and jitter; it should be avoided. The Answer is non-isochronous display updates." twitter.com/ID_AA_Carmack/status/190111153509249025 |
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Jul 5 |
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Triple buffering and jittering When John Carmack refers to triple buffering does that mean when all three buffers have images in them the earliest backbuffer is replaced with the new image or does that mean that mean rendering of the new image is blocked until one of the backbuffers is available? |
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Jul 2 |
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Triple buffering causes input lag? I don't think you answered the exact hypothetical situation I proposed. And I'm also wary of the idea of "what happens if the game finishes rendering the scene to this third buffer before the vsync has been reached? Simple, the graphics card puts this one as the new one to be flipped in at vsync". That would mean that the user perceives an abrupt temporal jump since the next image has been skipped. |
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Jul 2 |
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Synchronization between game logic thread and rendering thread Those links give the typical end result that one would like, but don't elaborate on how to do it. Would you copy the entire scene graph each frame or something else? The discussions are too high level and vague. |
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Jul 1 |
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Causes of screen tearing and vsync Do you mean the LCD display has no memory for each pixel and relies on a stream of data from the GPU even if it is displaying a static picture? |
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Jun 30 |
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Causes of screen tearing and vsync How does an LCD display end up having a refresh rate. A refresh rate on old CRT monitors makes sense because there is an electron beam, but LCD displays don't have that. |
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Jun 9 |
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Making a clone of Starcraft legal? @NicolBolas: I'm not planning to make an exact clone, but definitely not make starcraft 2. |
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Jun 9 |
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Making a clone of Starcraft legal? @Eric: Are you sure? The entirety of the hp, dmg, movement speed of all the units of starcraft can not be thought of as "writing" that is copyrighted? |
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May 23 |
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FPS networking with server sending input instead of gamestate I read all the comments but I'm still convinced. The network model I'm proposing would seem to avoid having to carefully manage bandwidth by dealing with input instead of gamestate. Can someone give a detailed example of a hypothetical situation where what I'm proposing just fails horribly. |
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May 22 |
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FPS networking with server sending input instead of gamestate at least all the well known fps games send game state: quakes, half lifes, call of duties, etc. |
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May 21 |
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Client-Server RTS networking with lockstep and lag @SomeGuy: In p2p input is scheduled for typically 2 turns later for both peers. I'm not sure if I understand your comment, but are you saying that in a client-server model the server can require the lagger's input to be applied at greater than 2 turns later. And that thinking through all the possible behaviors this will still ensure lockstep and every possible nuance will still maintain consistency? |
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May 19 |
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Client-Server RTS networking with lockstep and lag It's not obvious to me how a client-server model with lockstep works that prevents "laggers will not affect gameplay/response latency at all". Is there a more detailed explanation of what is client-server model with lockstep. |