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?
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