kondrak / vkQuake2

id Software's Quake 2 v3.21 with mission packs and Vulkan support (Windows, Linux, macOS, FreeBSD, Raspberry Pi 4)
GNU General Public License v2.0
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[Request] Support high framerates #131

Closed RavenMacDaddy closed 3 years ago

RavenMacDaddy commented 3 years ago

Are there any plans to support higher framerates, in parity with other ports like yquake2?

Thank you for your work so far - this port has got a distinct look that I really appreciate.

kondrak commented 3 years ago

Hi!

If by "higher framerates" you mean removing the 1000 FPS cap then no, there are no plans to do it. The goal of this project is to be as faithful to the original as possible and removal of this cap would have a lot of implications: breaking physics to start with - it's simply too much effort compared to the actual gains.

RavenMacDaddy commented 3 years ago

Thing is vkQuake2 is locked to the default lock of 83 FPS even if you go to the console and execute cl_maxfps your preferred FPS cap. If you execute cl_maxfps 0 it even crashes vkQuake2. (If you add it to autoexec.cfg it won't even start, it just goes to the grey screen right before the intro and then hard locks.)

I confirmed that the command works by first executing cl_maxfps 70 and then cl_maxfps 144 - first it went down to 70 FPS, as expected, then it stopped at 83.

Also, without accounting for it, simply raising the FPS cap will break the physics of Quake 2.

This is why I took yquake2 as the example since that sourceport has fixed the physics issues related to framerates past 83 FPS and they've no framerate cap by default because of it.

The goal of Yamagi Quake 2 (aka yquake2) is to be faithful as well.