![]() ![]() However physics breaking with high fps is unrelated to the game speeding up, I think. Ya, the more popular Quake ports do fix it, Quakespasm and its forks separated some things in the video and netcode side of things so physics are no longer tied to fps when it goes above 72. *Note that source-ports of Quake games may have these issues fixed. Original Descent games (Descent 1 and 2) have homing ability of homing missiles tied to FPS. Most older GTA games, particularly III, Vice City and San Andreas suffer from physics and other glitches when FPS is above 30. In vanilla Quake 2 and vanilla Quake 3, the jump height is increased with increase in FPS. Vanilla Quake 1 has physics issues when FPS is above 72. Unreal 1(pre-227 atleast) and UT99 also speed up when FPS is above 150-ish. 20% or more.Ī lot of old games have issues that are tied to FPS. Funny, this reminds me of NFS Underground, which has a similar issue if you reach some 200fps and beyond, the game speeds up by approx. However, it is apparently a bad idea to go above 60fps in vanilla according to that wiki, since the game speeds up if it's too high, hence why keeping VSync on is a must, more or less. 1 I have no idea what it does - could this actually be a Dhewm3 thing? -, some said it fixes the issue but it apparently works well for monitors with high refresh rates only, and 1 fixed it for me but again I don't know what that value does. 0 seems to be default and with it the game feels jittery to me in Dhewm3, but not in vanilla, or I can't notice it there if it is present. It caps or uncaps the framerate, but its values are a mystery to me. I'd also suggest setting these if your game feels jittery:įixedtic is an odd one though. Had no idea Doom 3's fonts were actually nice but since they do not scale properly by default they look like shit in high resolutions. I've just tried these as well and it makes a night and day difference, you won't believe how good the font in menus, PDAs, loading screens and whatnot looks now, it's so HD. ![]() I would absolutely suggest, besides what was said above and the graphical tweaks listed there, also: Since I remembered this topic and toyed with Dhewm3 today: Kill a Hellknight with the shotgun: get close, so that he stops to create plasma and instead tries to slash you with his claws or bite you, evade in the right moment, aim at his head. You can evade the Commandos tentacle attack by ducking in the right moment. The pistol is quite useful against Lost Souls, Maggots, Trites, and Zombies. Conserve ammo for the stronger weapons. (I disagree with Seed in this point, stamina drains slowely compared to other FPSs, and there is the unlimited stamina in hell levels). Since there is no "autorun" functionality in Doom 3, this can make a big difference. Set the "sprint" function to an easy to hold key, like the right mouse button or space bar, so that you gain higher agility during battle. This setting ensures that all sounds from a soundshader are played (for example, all the different attack screams a monster has): Some important settings that enable optimal texture resolution (you can put those in your autoexec or just in your DoomConfig.cfg): Use grenades, they do make a difference here.Īrmor is almost useless, its damage absorption is more-or-less nonexistent.Ģ) What are some recommended commands for autoexec.cfg? Use the shotgun only at very close range or in the face of the enemies/point blank. Sprinting sucks, the stamina bar drains very quickly. Try not to run & gun, this game doesn't like that approach to gameplay. R_customheight "value" // (I assume 1080)ģ) Never used one, but fhDoom seems to be more modern, ported to GL 3.3. I found vanilla to be pretty reasonable though.Ģ) Just those that allow you to use your monitor's native res: Someone needs to take inspiration from Phobos I think. Ah what, Doom 3 does have ports? I wonder how I missed them completely, I've looked for this back then but oh well.ġ) Subtle Improvements should be just enough IMO, however the shotgun improvements got removed at some point because it was made too OP.
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