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Quake 3's frame rate dependent physics 

Matt's Ramblings
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14 окт 2024

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Комментарии : 108   
@scurity8698
@scurity8698 3 года назад
>buy new headphones >plug them in >this is the first video I watch
@Ponasdomas
@Ponasdomas 6 лет назад
I only get sound from the right side
@MattsRamblings
@MattsRamblings 6 лет назад
My bad, uploading a fixed version now. Sorry!
@f0rgotteng0st
@f0rgotteng0st 6 лет назад
You gotta adjust your framerate to get both sides :)
@ChristopherSpieler
@ChristopherSpieler 6 лет назад
If you're using a 3.5 mm audio device with two bands for sound on the plug, you can unplug the cable half way so that sound is played on both speakers.
@gblargg
@gblargg 3 года назад
It was panned to 0.5 but due to rounding it went to 1.0 (right channel). /s
@NonTwinBrothers
@NonTwinBrothers 3 года назад
I dunno, it sounds right to me
@butterbee2384
@butterbee2384 6 лет назад
My right ear enjoyed this video very much. Ah, and thanks for the fixed audio version.
@NonTwinBrothers
@NonTwinBrothers 3 года назад
RU-vid suddenly recommending me code explanation videos at are ACTUALLY GOOD! How the hell do these not have way more views, lol
@FelixMarshFTW
@FelixMarshFTW 6 лет назад
When an almost 20 year old game still gets WarOwl analysis-esque videos
@OlviMasta77
@OlviMasta77 3 года назад
ikr! :D
@q6manic
@q6manic 4 года назад
Amazing video. I've been playing quake for over a decade and had no idea how this worked. A video on overbounce bugs would be interesting too.
@Epyo
@Epyo 3 года назад
Even if the rounding didn't happen, seems like there would still be some framerates that would be better than others, for achieving higher jumps. For example, in the graph on the right, at 1:48, the highest orange dot is not at the very top of the "ideal" parabola. But surely at some framerates, the highest orange dot would be closer to the top. Therefore the player's max height would be higher. The truth is, if you want variable framerates, and perfect physics, then you have to perform physics on a fixed timestep, and make your renderer interpolate between the timesteps. (Another option is to intentionally add randomness to your physics. Make your jump have a slightly random initial velocity. That's a pretty big game design change though.)
@benjaminbray9135
@benjaminbray9135 6 лет назад
This channel has great visualizations! Looking forward to more!
@ZdrytchX
@ZdrytchX 3 года назад
happens in tremulous too. Different physics numbers, but the medistation-armoury jump is a notable example of this too. In particular its only possible on 333 fps. Weird bugs also occur at 500fps where sound no longer works for the player and other players watching that player, and at 1000 fps client side physics prediction fails altogether but the player still can play, albeit not see what is going on. edit: You answered this bug in the last quarter regaring cl_maxpackets
@7182-p5z
@7182-p5z 7 месяцев назад
Just ran through RTCW at 144 (matching monitor). Started a new playthrough and remembered capping at 333 FPS from W:ET. The difference is so huge in game that I had to look it up. Interesting video!
@zzxd7720
@zzxd7720 3 года назад
Carmack should have put inside the code so the 666 FPS would give the maximum speed. It would have been perfect.
@aikenPL
@aikenPL 3 года назад
It's worth adding than later there were mods used for competitive play like OSP which introduced server side command called pmove_fixed and with this turned on the physics were no longer fps depended (not entirely sure if this was OSP or one of Quake Point Release patch addition). The same was with CPMA mod which I think was working like that out of the box.
@ironbard4901
@ironbard4901 3 года назад
I wish all explanatory videos were made like this one, it's perfect! Insta sub!
@ghb323
@ghb323 3 года назад
Why rounding errors are important.
@lolish1234
@lolish1234 3 года назад
This also applies to call of duty 1 and 2, and with 250fps you jumped even longer than with 125 (but not higher), and 333 was the best of both worlds
@kejtos5
@kejtos5 3 года назад
250 gets u further than 333.
@lolish1234
@lolish1234 3 года назад
@@kejtos5 yes, i forgot to say that
@minecraftermad
@minecraftermad 3 года назад
you can temporarily turn audio to Mono from ease of access -> audio
@iwantagoodnameplease
@iwantagoodnameplease Год назад
Vital tip that applies to all those other videos! Thanks.
@carlosmspk
@carlosmspk 3 года назад
1:08 - first time I ever hear someone say "per second per second" rather than "per second squared" and it sounds so off, but thinking about it, it actually makes more sense
@creatorzp
@creatorzp 3 года назад
metre per second per second = (m/s)/s = m/s^2 its a weird notation but it is what it is
@soldieroffortune2multiplay711
@soldieroffortune2multiplay711 4 года назад
Excellent explanation, very informative, thank you.
@LeoStaley
@LeoStaley 3 года назад
You seriously need to record more stuff like this. I have been looking for the ideal voice to help me get to sleep. I found this interesting, but your soothing voice is the real star of the show here.
@ajantis.ilvastarr
@ajantis.ilvastarr Год назад
Great explaination, thanks!
@appa609
@appa609 3 года назад
I feel like they could have just explicitly defined a parabola at the start of the jump
@lilyrooney
@lilyrooney 6 лет назад
Ohhh boy a 2nd vid? i think i've found a new quality channel
@BlackMesaEmployee
@BlackMesaEmployee Год назад
my right ear loved this
@movax20h
@movax20h 3 года назад
This is why you never use first order ODE solver, even for first order ODEs. They drift a lot. Euler method is basically something you should never use. 2nd order methods are easy to implement, and vastly superior. Just use Heun's method or Verlet method, as a better start. The rounding step is just stupid.
@SianaGearz
@SianaGearz Год назад
You can do network layer rounding since these variables are transmitted for visual purposes, but simulation rounding is an ouchie. Looks like they put it in the wrong spot by mistake.
@peterpan408
@peterpan408 Год назад
This should be validated out of a competitive game.
@Name_cannot_be_blank
@Name_cannot_be_blank 2 года назад
My right ear really liked this video
@adamonline45
@adamonline45 4 года назад
I was wondering why I've just recently been experiencing bad launch pad trajectories and being able to jump so high! I've been on 333 FPS. Does being able to jump higher impact bunny-hopped forward speed? I swear I feel much more dexterous with this change. I've also been jumping over weapons and stuff, hah! I just started to run my own source so maybe I can put a toggle in, where instead of running everyone at a standard fps on the server (as you mentioned with the existing toggle), it'll just not do the rounding... I was just looking for general nerding out vids on the quake 3 source, and boom, an answer to a curiosity! Very interesting, thank you!
@yanushkowalsky1402
@yanushkowalsky1402 3 года назад
yes
@andriitychenok8520
@andriitychenok8520 3 года назад
My right ear liked this video.
@360Fov
@360Fov 3 года назад
You can get sound on both sides if right click the speaker icon on task bar, go to devices, disable your soundcard, go to a friends house, phone back to your house, have somebody re-enable your soundcard, go back home, play the video and record it on your phone, then playback the recording held up to your left ear, while playing the video on your computer - for added realism turn your head to the left, so you are staring at whatever is on your left, so that your right ear is soaking up the decliious sound from in front of you.
@TheSoldierHun
@TheSoldierHun 3 года назад
Do you know if CoD 4 uses the same engine or gravity/movement implementation as well? It has the same behaviour with strafing/jumping, fps (125, 250, 333, 500 are used for different porpuses) and even uses the same name for the config variables. Nice video!
@4ofdiamonds585
@4ofdiamonds585 Год назад
yes it does
@ishdx9374
@ishdx9374 3 года назад
my left ear oof
@MattsRamblings
@MattsRamblings 6 лет назад
New version with fixed audio is here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-P13KmJBNn1c.html
@Budch
@Budch 3 года назад
My right ear pleased
@buddhabrot
@buddhabrot Год назад
1:00 i'm blind now :(
@technicalmachine1671
@technicalmachine1671 6 лет назад
My left ear did not enjoy this.
@isadmanyt
@isadmanyt Месяц назад
I thought my headphones is dead
@Kuratius
@Kuratius 3 года назад
Wouldn't it have been a better idea to multiply the floating point number by a multiple of its base (trivial), then round to an integer, send that value, and then have the server do the opposite to "unpack" the package? With a 32-bit integer that should work. Or are you saying quake only used smallints? Assuming there is a large advantage to sending integers, anyways. Also, a floating point number should ideally only require sending two integers and it could be reconstructed directly. I don't see why there is an inherent advantage to doing sending an int.
@kintrix007
@kintrix007 Год назад
I believe it very likely does not send the integers directly. You can combine together the data you are sending, effevtively doinh very simple compression, to send it over the internet. Also, representing a 32-bit float with a 32-bit int instead would save no bandwidth. It's both 32 bits. It only matters if you send less bits. Thus you would cut off some of the less significant bits to save bandwidth.
@BorderKeeper
@BorderKeeper Год назад
My left ear has sadly not learned anything from this video
@george_hopkins
@george_hopkins Год назад
my left ear is lonely
@F1mus
@F1mus 6 лет назад
Also works with 43, 76, 125, and 333 fps
@toastBOMBable
@toastBOMBable 6 лет назад
He explains this in the video
@F1mus
@F1mus 6 лет назад
Just 333
@gergonguyenviet122
@gergonguyenviet122 Год назад
ET trickjumper right? 😀 I remember using 43, but I should have used 125 I guess (333 was forbidden if Im correct)
@JohnDobak
@JohnDobak 3 года назад
Wait so under current patch quake live does 125fps give any benefit?
@ThePaudiaz
@ThePaudiaz Год назад
So, would the results be something like 800/333=2.4, rounded down to 2, for example to modify the gravity to 666 (333x2=666)?
@Wojas23033
@Wojas23033 3 года назад
my right ear is pleased
@sisqobmx
@sisqobmx 4 месяца назад
so thats why i had differt jump heights and speeds when setting my com_maxfps in call of duty modern warfare lol. Decade old mystery cracked.
@igoreliseev9154
@igoreliseev9154 3 года назад
After watching this video I want to come back to the past (2003), change my config, and kick my friend's ass who always beat me in q3
@ramlover33
@ramlover33 3 года назад
my right ear enjoyed this video
@bonkmaykr
@bonkmaykr 3 года назад
Getting into Q3 and QL recently and learning movement still. Does QL suffer from this issue?
@numberonepun4126
@numberonepun4126 Год назад
I saw a video once that explains how Quake 2 or maybe all Quake games are designed to pull the player towards the center of each map. Do any of you kno the video I'm referencing or have anything on this? I can't find it anywhere now.
@SianaGearz
@SianaGearz Год назад
Wat.
@matthewIhorn
@matthewIhorn 4 года назад
Is there any frame rates above 333 that would also cause this effect?
@viliml2763
@viliml2763 3 года назад
533, then 1600 and with 1601 and over, the rounding causes the velocity to snap right back to the original after decreasing, so you keep flying forever
@GazzMoss
@GazzMoss 9 месяцев назад
You assume that we know what an iteration is 🎉😂😂❤
@GreyTide
@GreyTide 3 года назад
You need to mono your audio in post. I can only hear you in my right ear.
@jojotoofor9eight766
@jojotoofor9eight766 Год назад
the audio
@G0LDHDx
@G0LDHDx 3 года назад
So does looking up/down On each curve matter?
@flare2000x
@flare2000x 3 года назад
How did you do that zoom in effect on the matplotlib plots?
@shotgun3628
@shotgun3628 4 года назад
the audio is fps dependent, i recommend upgrading your system
@Proper_Time
@Proper_Time 3 года назад
High framerate in Star Trek Elite Force yields super low gravity lol
@morky3673
@morky3673 3 года назад
Could you confirm wether or not this also applies in quake live.
@VigilSerus
@VigilSerus 3 года назад
Cannot imagine the devs would allow that kind of niche advantage at this point in the games lifespan. For the sake of competition, I assume it’s normalized across clients just like he said at the end.
@iconoclastsc2
@iconoclastsc2 3 года назад
It depends on the server. On servers with pmove_bunnyhop 1, movement is fps dependent. On servers with pmove_bunnyhop 0, movement does not depend on fps. This is one of the side effects of the idiotic changes that were supposed to help beginners but instead just made a total mess of the physics and actually just harm the beginners in the long term. If you don't want to worry about such stuff then just play on classic servers. discord.io/houseofquake
@djol00
@djol00 4 года назад
Why other popular tweaks are 43, 76 and what are theirs impact?
@viliml2763
@viliml2763 3 года назад
They do the same, just weaker. Maybe for computers that are too weak to run 125 fps.
@vitriolix
@vitriolix 3 года назад
You have a very left brained approach
@satan2k
@satan2k 3 года назад
My left ear didn't subscribe
@Xerxes17
@Xerxes17 Год назад
What about 'com_maxfps 666' ?
@ThePaudiaz
@ThePaudiaz Год назад
That doesn't work. You can only use numbers that use round integer numbers in milliseconds. Anything that doesn't scale down to a even number does not compute.
@emekc640
@emekc640 3 года назад
my left ear did not like this video
@oxyacetylene_
@oxyacetylene_ Год назад
right ear
@6infinity8
@6infinity8 3 года назад
My left ear didn't understand the explanations
@mehmetdemir-lf2vm
@mehmetdemir-lf2vm 3 года назад
rounding to integers or doing calculations with fixed point numbers in simulations and 3d vector graphics are not good ideas. experienced.
@tear728
@tear728 3 года назад
Le derivative
@hamsteerio
@hamsteerio 3 года назад
Do one for gta 3d engine please
@jdmaine51084
@jdmaine51084 3 года назад
Jesus Christ.... guys... guys.... boys.... we all think we know how to program, but John Carmack is out here making frame-based physics and doing memory bit manipulation to make his lighting work. He's the greatest mind in videogame programming history, hands down. Don't at me.
@МаксимКощеев-л9н
@МаксимКощеев-л9н 3 года назад
Carmack didn't invent himself half-float lighting. It was someone else's code.
@Krunklehorn
@Krunklehorn 4 года назад
Bruh these graphics are on par with 3Blue1Brown. You could make a Patreon and start covering more topics like this (or at least a Ko-fi)
@thegavinjackson
@thegavinjackson Год назад
python is pseudo code lol
@twrk139
@twrk139 3 года назад
Your continuous use of vocal fry makes this video really unpleasant to listen to. I hope you don't speak like this in interviews.
@katalysis
@katalysis 6 лет назад
This is old news. I knew this as a 9th grader back in 1998 and everyone used max fps 125 with our CRT monitors.
@kerembaydogan5543
@kerembaydogan5543 6 лет назад
This not a gaming tips & tricks video you dumbass. This is an detailed explanation of the phenomenon, and the logic behind it.
@zankaizankai
@zankaizankai 6 лет назад
katalysis Shut up nerd
@TheSmurfboard
@TheSmurfboard 3 года назад
well not "everyone"
@pooparse
@pooparse 5 лет назад
quality video
@poopcatapult2623
@poopcatapult2623 3 года назад
*framerate-dependent
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