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RichFelker's profile
Rich Felker
Rich Felker
Rich Felker
@RichFelker

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Rich Felker

@RichFelker

Yeah, I do @musllibc, FOSS & infosec stuff. But now is not the time for a mostly-/only-tech Twitter feed.

musl-libc.org
Joined March 2014

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    Rich Felker‏ @RichFelker Jul 31

    Rich Felker Retweeted Jeff Russell

    TL;DR games are still doing the idiotic variable, rendering-time-dependent ticrate rather than a fixed ticrate for physics and skipping rendering of some ticks when gpu can't keep up. *sigh* And their analysis of the solution is all wrong.https://twitter.com/j3ffdr/status/1024330252816924672 …

    Rich Felker added,

    Jeff Russell @j3ffdr
    An important discussion of frame timing in games, and where that "stutter" we're all so used to keeps coming from (hint: it isn't a drop in frame rate) https://medium.com/@alen.ladavac/the-elusive-frame-timing-168f899aec92 …
    10:58 AM - 31 Jul 2018
    • 1 Retweet
    • 3 Likes
    • LeaderGPU GPUaaS theimeto Rey
    1 reply 1 retweet 3 likes
      1. New conversation
      2. Alexander Monakov‏ @_monoid Jul 31
        Replying to @RichFelker

        Your tldr is badly off the mark. I'll spare you the epithets. If you did read the article in its entirety (which I doubt), you apparently did not understand what Alen was talking about.

        1 reply 0 retweets 1 like
      3. Rich Felker‏ @RichFelker Jul 31
        Replying to @_monoid

        I did read it all. As stated in the article, forcing fixed ticrate makes it go away but you can "get behind". My position is that you solve that not by varying tic interval but by skipping rendering the frame you missed.

        2 replies 0 retweets 0 likes
      4. Rich Felker‏ @RichFelker Jul 31
        Replying to @RichFelker @_monoid

        My wording was unkind and a little hyperbolic though. Sorry about that.

        1 reply 0 retweets 0 likes
      5. Jeff Russell‏ @j3ffdr Jul 31
        Replying to @RichFelker @_monoid

        This won't solve the problem (you can't detect the "missed" frame, is the issue). And anyway if skip a frame you'll have a different kind of hitch from that.

        1 reply 0 retweets 0 likes
      6. Brendan G Bohannon‏ @cr88192 Jul 31
        Replying to @j3ffdr @RichFelker @_monoid

        Hmm... My last two 3D engines ran everything on the game-logic/... side of things at 25Hz (older with 100Hz for physics), though rendering and player movement were variable. Timing was purely accumulation rather than prediction though (the "stutter" seems to imply prediction).

        1 reply 0 retweets 0 likes
      7. Jeff Russell‏ @j3ffdr Jul 31
        Replying to @cr88192 @RichFelker @_monoid

        Fixed rate physics sims or entire game engines are all well and good if you want em, but none of this addresses the frame stutter problem in the article. Not an issue of prediction, but of not knowing when your frame has actually posted onscreen

        1 reply 0 retweets 0 likes
      8. Jeff Russell‏ @j3ffdr Jul 31
        Replying to @j3ffdr @cr88192 and

        As a result, there is no policy of timing you can undertake to always match the screen updates. It's a driver & OS issue and not one gamedevs can solve completely

        1 reply 0 retweets 0 likes
      9. Rich Felker‏ @RichFelker Jul 31
        Replying to @j3ffdr @cr88192 @_monoid

        It seems you can solve it within some degree of quality by using whatever imprecise timing information the buggy drivers give you and feeding it into a PLL to sync your idea of time to it, skipping rendering a frame if you fall behind. May skip "wrong" frame in that case...

        1 reply 0 retweets 0 likes
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