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Standing Jumps (split from Minkata Shard Updates)
Posted: Wed Apr 11, 2012 11:09 pm
by Hoikas
Moderator's note: Discussion split, following from Janaba's comment in the Minkata Shard Updates thread:janaba wrote:No standing jump and no sound here either, but the walk and run jump work and give a landing sound ...

Your computers are too fast to show the standing jump... Please downgrade to a 386 with Windows 95 to see the standing jump...

Re: Minkata Shard Updates
Posted: Thu Apr 12, 2012 12:17 am
by JWPlatt
I use a 3 GHz P4 with XP Pro. Works great, and justifies putting off the upgrade.

Re: Minkata Shard Updates
Posted: Thu Apr 12, 2012 6:57 am
by Mac_Fife
My standing jumps definitely don't work on my 3.3GHz Core i3 with Win 7 Pro (64-bit), running Uru in Windowed mode. I barely get off the ground. Jumping while running or walking seem OK though.
(I don't have Hoikas' "recommended" 386 with Windows 95, but I do have a 90MHz Pentium with Windows 98 in the garage...)
Re: Minkata Shard Updates
Posted: Thu Apr 12, 2012 10:17 am
by janaba
Hoikas wrote:Your computers are too fast to show the standing jump... Please downgrade to a 386 with Windows 95 to see the standing jump...

I really wonder why you would say this, Adam ... On the Gehn Shard we have a wonderful perfect standing jump
and on the MOSS TOC MOUL Shard as well ...
(running on a - AMD Phenom II X4 840 @ 3200MHz with Win 7 Home Premium 64bit)
Re: Minkata Shard Updates
Posted: Thu Apr 12, 2012 1:56 pm
by Christian Walther
janaba wrote:On the Gehn Shard we have a wonderful perfect standing jump and on the MOSS TOC MOUL Shard as well ...

This is because the 30 FPS limit was removed in the H'uru client. On Gehn and TOC, your computer spends more time rendering and therefore has less time left for physics. On Minkata (and MOULa), a fast computer is bored when it is not allowed to render more than 30 frames per second, tries to spend the rest of the time computing physics insanely accurately, and parts of the avatar movement logic have trouble with that. If your computer were capable of rendering 500 frames per second, you would get the failed jumps on Gehn and TOC as well.
Re: Minkata Shard Updates
Posted: Thu Apr 12, 2012 2:18 pm
by johnsojc
Silly question and probably off-topic... what advantage is there to having more than 30 fps if I can't see the difference? Isn't it better to have the physics routine running as fast as possible as long as it doesn't impact the fps rate? I might speculate (in my ignorance) that I'd rather the whole game run faster internally than to have video frame rates that I can't appreciate due to the visual persistence of the human eye.
Re: Minkata Shard Updates
Posted: Thu Apr 12, 2012 2:23 pm
by Deledrius
johnsojc wrote:Silly question and probably off-topic... what advantage is there to having more than 30 fps if I can't see the difference?
If you've played on Gehn, or Uru:CC, you
can see the difference.
Isn't it better to have the physics routine running as fast as possible as long as it doesn't impact the fps rate?
The physics can and should run independently of rendering, but parts of the engine were written in such a way that de-coupling them entirely isn't immediately viable.
Re: Minkata Shard Updates
Posted: Thu Apr 12, 2012 2:31 pm
by janaba
Sounds reasonable, thanks Christian ...
So, let's drop this frame rate limitation on Minkata and MOULa now for good and for
the sake of our poor computer's sanity and an optimal operational effectiveness...

Re: Minkata Shard Updates
Posted: Thu Apr 12, 2012 2:43 pm
by Mac_Fife
Could someone who's looked at this on H'uru client comment on what the impact (if any) of raising or removing the frame rate cap would be on someone who was using an older, slower PC, say sub-2GHz, single core?
I'm guessing there was probably some logic in imposing the cap in the first place? If that's now a redundant argument then I'd agree that losing the 30FPS limit would seem to make sense.
Re: Standing Jumps (split from Minkata Shard Updates)
Posted: Thu Apr 12, 2012 3:00 pm
by johnsojc
Perphaps I simply don't understand what limiting the frame rate does to the updating of what gets rendered when. If a faster frame rate means that the 100 people I see (half just in their underwear because their wardrobe specs aren't getting to me fast enough) have their position and aspects rendered in a more timely manner, then increasing the frame rate makes sense. Does 30 fps mean that updates to what I see get updated 30 times a second? If so, then faster would be better. In a very crowded age, the lag would then be reduced (?).