A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Project] Halo CE on CryEngine 3

Page 3 of 3 Go to page: · 1 · 2 · [3] · Prev
Author Topic: [Project] Halo CE on CryEngine 3 (87 messages, Page 3 of 3)
Moderators: Dennis

Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: Aug 6, 2013 08:01 PM    Msg. 71 of 87       
Quote: --- Original message by: Killer5000
HALOENGINE3 SOMEONE MAKE IT NOW GLADOS IS A COCK BY THE WAY


You're and idiot, this thread is stupid, Dennis lock this thread please.
Edited by Choclate Thunda on Aug 6, 2013 at 08:01 PM


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Aug 6, 2013 09:12 PM    Msg. 72 of 87       
Quote: --- Original message by: Choclate Thunda
, this thread is stupid,

Which begs the question then: why did you post in it to keep it going?


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Aug 6, 2013 09:54 PM    Msg. 73 of 87       
is this thread locked yet? maybe suspend their thread making privileges and just link them to crydev every time they try to make a new thread. this is out of hand, we tried to reason with them, but they won't stop. and please lock the thread.
Edited by greg079 on Aug 6, 2013 at 09:54 PM


VoidsShadow
Joined: Aug 27, 2012

Kick back, drink a chai!


Posted: Aug 12, 2013 02:37 PM    Msg. 74 of 87       
I built my computer with $600 via newegg.com and it can run max graphics with forced 24xqa ssaa with at least 60fps.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Aug 12, 2013 11:44 PM    Msg. 75 of 87       
Quote: --- Original message by: MEGAVKNG
Does anybody give a flying crap about having 60 fps? 30 and even 20 sometimes is good enough...

framerate also plays into how often the game checks scripts, functions, events, etc. and not just graphics, allowing for more accurate gameplay(hence why the game slows down)
a bypass is frame skipping, used in most modern games to skip rendering a scene in order to run necessary scripts and keep the game at a constant speed, but this causes a single frame to span over long periods of time, interrupting the game's flow.
Edited by master noob on Aug 12, 2013 at 11:45 PM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 13, 2013 12:20 AM    Msg. 76 of 87       
Quote: --- Original message by: MEGAVKNG
Does anybody give a flying crap about having 60 fps? 30 and even 20 sometimes is good enough...


I can't tell the difference over 30, at least in games


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Aug 13, 2013 06:26 AM    Msg. 77 of 87       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: MEGAVKNG
Does anybody give a flying crap about having 60 fps? 30 and even 20 sometimes is good enough...


I can't tell the difference over 30, at least in games


Unless your animating.... which can be a pig.

Edited by hobbet360 on Aug 13, 2013 at 06:27 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 13, 2013 10:08 AM    Msg. 78 of 87       
Quote: --- Original message by: master noob

Quote: --- Original message by: MEGAVKNG
Does anybody give a flying crap about having 60 fps? 30 and even 20 sometimes is good enough...

framerate also plays into how often the game checks scripts, functions, events, etc. and not just graphics, allowing for more accurate gameplay(hence why the game slows down)
a bypass is frame skipping, used in most modern games to skip rendering a scene in order to run necessary scripts and keep the game at a constant speed, but this causes a single frame to span over long periods of time, interrupting the game's flow.
Edited by master noob on Aug 12, 2013 at 11:45 PM

So, you can basically slow down game-time by running at a higher FPS.

Nice.


GLaDOS
Joined: Dec 6, 2011

Testing you.


Posted: Aug 13, 2013 10:24 AM    Msg. 79 of 87       
Why don't we just port Halo to the Source Engine?

I am pretty sure that you can get a WORKING portal gun mod there.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Aug 13, 2013 02:16 PM    Msg. 80 of 87       
Quote: --- Original message by: Dumb AI
So, you can basically slow down game-time by running at a higher FPS.

Nice.

well no, running at a higher FPS will run the game at it's standard speed, the only change would be that the computer would render the scene as fast as it can without the game limiting the rate. when the computer starts to use up more processing power than it has, then the game tries slowing down the speed so the computer can render the frames at a constant pace, unless frame-skipping is implemented.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 13, 2013 03:12 PM    Msg. 81 of 87       
FPS is how many frames in a scene are rendered during a single second. The timing of the game itself is not affected by the FPS, ex if your getting like 10 fps and the warthog is glitching across the screen in a multiplayer game, its going to move across as it normally would with 60 fps, but it wont be smooth or nice looking, it'll "jump". Thats so the game-time keeps up with everyone else even though the FPS can be different (lets not get into net code... you get the idea). It does the same thing in a SP environment, because if it were to slow game time down things wouldn't react the way they would when you would get a different FPS.


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: Aug 13, 2013 06:18 PM    Msg. 82 of 87       
Quote: --- Original message by: Third Rate Gamer
Quote: --- Original message by: MEGAVKNG
Does anybody give a flying crap about having 60 fps? 30 and even 20 sometimes is good enough...

Yeah if you're a console fanboy LMAO. I rather have good performance while sacrificing some graphical fidelity than have better graphical fidelity while sacrificing 60FPS, but even then wannabe realistic graphics on consoles are disgusting and have low frame rates.


Do you even read what you type? Frames per second has little to nothing to do with the executions of scripts. In fact, Frames per second doesn't even have anything to do with performance. A consistent 30 fps is leagues better than a chugged 45-60 FPS. Unless it's under 18 FPS, a game, movie or tv show will have consistent, fluid movement. FPS means Framerates per second. It refers to how many frames are rendered within a certain amount of time. It's an estimate more than anything. Script execution can be measured by a variety of things. One of these being IPS or 'Instructions Per Second'. It's a gauge of how fast a script, command or function is read and executed within a certain time frame. This relies on the performance hardware of the computer, rather than the visual hardware of the computer. Even with this, a performance error can bleed into your graphics and create graphical errors. However, it wouldn't be frequent. This is also a hyper-estimate, seeing as the rate at which it is measured is in kIPS (Thousands), mIPS (Millions), gIPS (Gigas) and MOPS (Million Operations).

Back to the conversation at hand; A human eye can see all of 200 frames per second, however, we can only render some 15 moving objects at a time vividly moving at a controlled 120FPS. The world around us runs at around 40 frames per second, which also depends on a variety of things. Epilepsy, for instance, is triggered by a movement that is deem ably 'too fast' for the eyes (and mind) to perceive, creating a blurring of the colours or images at hand. Strobe lights are a good example of this. If you set a strobe light to move fast enough, It'll be perceived as if it is consistently on.

Colours also play into this. For instance, a typical woman can see roughly 30% more colours than the average male. The human eye can see roughly 8 million colours upon the vast spectrum. If we were to take those same odds and average them, males would see between 5.6 million to about 6 million of those same colours. Females also blink at a higher rate than males do, so that also plays into it as a 'blink' plays in as a refresh rate for the human eye. There's a lot of tautology in science but it's all worth it in the end if the point gets across. Please don't practice elitism simply because you can afford to dish out thousands of dollars in order to keep up with the gaming generation. Though I am a PC gamer, myself, I have sympathy for the people who have enough gull to say they don't have to spend that kind of money to join the 'elite race' of gamers. Your discrimination of gamers only further proves that class and frugality are not synonymous.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Aug 13, 2013 06:29 PM    Msg. 83 of 87       
im so used to 20-30 fps or lower in this game on this i3 laptop, and for some reason... 60+ fps on simpsons hit & run... weird...


GLaDOS
Joined: Dec 6, 2011

Testing you.


Posted: Aug 13, 2013 08:20 PM    Msg. 84 of 87       
Quote: ---
Original message by: rcghalohell

im so used to 20-30 fps or lower in this game on this i3 laptop, and for
some reason... 60+ fps on simpsons hit & run... weird...


Because those games are really similar if we talk about graphics... (my god...)


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Aug 14, 2013 02:49 AM    Msg. 85 of 87       
Quote: --- Original message by: GLaDOS
Quote: ---
Original message by: rcghalohell

im so used to 20-30 fps or lower in this game on this i3 laptop, and for
some reason... 60+ fps on simpsons hit & run... weird...


Because those games are really similar if we talk about graphics... (my god...)


still shocking to get more out of a powerless card


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Aug 14, 2013 04:41 AM    Msg. 86 of 87       
Quote: --- Original message by: Higuy
FPS is how many frames in a scene are rendered during a single second. The timing of the game itself is not affected by the FPS, ex if your getting like 10 fps and the warthog is glitching across the screen in a multiplayer game, its going to move across as it normally would with 60 fps, but it wont be smooth or nice looking, it'll "jump". Thats so the game-time keeps up with everyone else even though the FPS can be different (lets not get into net code... you get the idea). It does the same thing in a SP environment, because if it were to slow game time down things wouldn't react the way they would when you would get a different FPS.



People come on.
It's frame rate. The frame rate doesn't affect the in game timing. Make some sense here.
FPS = frames per second. ex: Halo is meant to run at 30 fps.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 14, 2013 12:19 PM    Msg. 87 of 87       
Quote: --- Original message by: Ki11erFTW
Quote: --- Original message by: Higuy
FPS is how many frames in a scene are rendered during a single second. The timing of the game itself is not affected by the FPS, ex if your getting like 10 fps and the warthog is glitching across the screen in a multiplayer game, its going to move across as it normally would with 60 fps, but it wont be smooth or nice looking, it'll "jump". Thats so the game-time keeps up with everyone else even though the FPS can be different (lets not get into net code... you get the idea). It does the same thing in a SP environment, because if it were to slow game time down things wouldn't react the way they would when you would get a different FPS.



People come on.
It's frame rate. The frame rate doesn't affect the in game timing. Make some sense here.
FPS = frames per second. ex: Halo is meant to run at 30 fps.

What happens when you run it at 60? I see blurs when I jump.

 
Page 3 of 3 Go to page: · 1 · 2 · [3] · Prev

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 7:52 AM 156 ms.
A Halo Maps Website