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 …
I don't see how you can render a frame at time t without having computed the physics state at time t. The example in the article had a rendering time that looked like it could not match a fixed physics ticrate.
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Bah. All right, I've experienced a similar convo pattern before and I won't waste any more time here. The gap is too wide to bridge over a medium that has more latency than a face-to-face discussion.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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