Your computers are too fast to show the standing jump... Please downgrade to a 386 with Windows 95 to see the standing jump...janaba wrote:No standing jump and no sound here either, but the walk and run jump work and give a landing sound ...
Standing Jumps (split from Minkata Shard Updates)
Moderator: rarified
Standing Jumps (split from Minkata Shard Updates)
Moderator's note: Discussion split, following from Janaba's comment in the Minkata Shard Updates thread:


Re: Minkata Shard Updates
I use a 3 GHz P4 with XP Pro. Works great, and justifies putting off the upgrade. 
Perfect speed is being there.
Re: Minkata Shard Updates
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...)
(I don't have Hoikas' "recommended" 386 with Windows 95, but I do have a 90MHz Pentium with Windows 98 in the garage...)
Mac_Fife
OpenUru.org wiki wrangler
OpenUru.org wiki wrangler
Re: Minkata Shard Updates
I really wonder why you would say this, Adam ... On the Gehn Shard we have a wonderful perfect standing jumpHoikas wrote:Your computers are too fast to show the standing jump... Please downgrade to a 386 with Windows 95 to see the 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)
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Christian Walther
- Member
- Posts: 317
- Joined: Sat Dec 13, 2008 10:54 am
Re: Minkata Shard Updates
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.janaba wrote:On the Gehn Shard we have a wonderful perfect standing jump and on the MOSS TOC MOUL Shard as well ...
Re: Minkata Shard Updates
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
If you've played on Gehn, or Uru:CC, you can see the difference.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?
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.Isn't it better to have the physics routine running as fast as possible as long as it doesn't impact the fps rate?
Re: Minkata Shard Updates
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...
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
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.
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.
Mac_Fife
OpenUru.org wiki wrangler
OpenUru.org wiki wrangler
Re: Standing Jumps (split from Minkata Shard Updates)
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 (?).