teaser for not-celeste
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teaser for not-celeste
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teaser for not-celeste
ggpo doesn't exactly scale well into high frame rates. you go from 60Hz to 120Hz and suddenly you get half the time (8.3ms instead of 16.6ms) to do twice the work (~16 frames of rollback simulation, instead of ~8).
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ggpo doesn't exactly scale well into high frame rates. you go from 60Hz to 120Hz and suddenly you get half the time (8.3ms instead of 16.6ms) to do twice the work (~16 frames of rollback simulation, instead of ~8).
@dotstdy Especially if you're doing the pixel at a time stuff it's hard to see how ticking gameplay at higher than 60 would be very useful? You can always substep specific systems that are sensitive. Although I guess if your goal is to reduce input latency, yeah.
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@dotstdy Especially if you're doing the pixel at a time stuff it's hard to see how ticking gameplay at higher than 60 would be very useful? You can always substep specific systems that are sensitive. Although I guess if your goal is to reduce input latency, yeah.
@pervognsen Yeah, it's not really useful at all, it's just this laptop happens to have a 120Hz monitor so i started there, rather than starting at 60. And I'm pretty sure it should work for this game / hardware anyway. Adds a bit of extra challenge.
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@pervognsen Yeah, it's not really useful at all, it's just this laptop happens to have a 120Hz monitor so i started there, rather than starting at 60. And I'm pretty sure it should work for this game / hardware anyway. Adds a bit of extra challenge.
@pervognsen For ggpo you're tanking like 50ms of local input delay anyway (based on mortal kombat's 3 frames input delay @ 60Hz), so the impact of going to 120Hz seems especially low.
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