bradharding / doomretro

The classic, refined DOOM source port. For Windows PC.
https://www.doomretro.com
GNU General Public License v3.0
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interpolation, instant movers #595

Closed simc2 closed 4 years ago

simc2 commented 4 years ago

In DR the screen interpolation is off when vid_capfps is set to 35. Any value above that turns the interpolation on.

If the interpolation is off all the events on the screen look "less smooth". So the default choice is to keep it on.

But when the interpolation is on, the "animations" made from repeatedly triggered and instantly moving sectors start to flicker. Their mid-state movement is clearly noticeable when the sector surface is moved to a new height. Instead of being instant it's more like very very fast.

It's not really visible with a single moving sectors activated just once, such as in Ultimate Doom e4m7. But with the true animations repeated several times it easily becomes something you can't miss. - Though it's not a huge problem, but could anything be done with it?

A topic of the issue in DW: https://www.doomworld.com/forum/topic/110185-eternity-uncapped-framerate-issue/

For example the floating and rotating blocks, infra01.wad (x:1650, y:3000) hit use to activate. https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/infra01

Or the fans in par.wad e1m2 (x:1700, y:2000) hit the switch to activate. https://www.doomworld.com/idgames/levels/doom/Ports/p-r/par-lutz

bradharding commented 4 years ago

Thanks again @simc2! This was an easier fix than what I thought it would be.