Here is an explanation from a Tripwire dev. Doesn't seem bad to leave it on unless you're playing on an HDTV which already adds lag of its own.Does that do what it sounds like it does?
http://forums.tripwireinteractive.com/showpost.php?p=965825&postcount=2[TW]redeye;965825 said:Ok, here goes. Since this comes up quite often, I'll try to be as detailed as possible.
First some background. The game runs essentially on 2 main threads - a game thread and a rendering thread. The game thread calculates all gameplay aspects such as shooting, hit registration, animation, IK, etc. The rendering thread calculates shadows, updates particle systems (such as smoke), and sends all the draw calls to the GPU for rendering.
Although for most parts the rendering thread can run on its own, it is not entirely independent of the game thread. The game thread "tells" the render thread where your camera is so that the rendering thread can draw the environment from your current location. Another example would be when you shoot, the game thread evaluates your mouse click, computes the ballistics, and if it hits a wall, it "tells" the render thread the location where it hit so that the render thread can draw a bullet impact decal at that location.
Because of this, the game thread needs to "talk" with the render thread. However, it cannot do so anytime it wants (effective threading simply doesn't work that way). So, it syncs from time to time, but otherwise goes about its own business. This sync time is usually at the end of a frame.
Now, let's assume that your game thread is running faster than your render thread. The game thread computes the Nth frame, sync happens, and then your render thread renders your Nth frame. While the Nth frame is being rendered, the game thread can compute your (N+1)th frame in parallel. By the time the (N+1)th frame is finished by the game thread, the Nth thread MAY or MAY NOT be finished by the rendering thread. This is where "One Frame Thread Lag" comes in. If OFTL is off, the game thread will STALL at this point, waiting for the render thread, resulting in a performance drop. But, if you play with OFTL turned on, it will allow the game thread to queue up the (N+1)th frame and start working on the (N+2)th frame immediately, and the render thread can pick up and render the (N+1)th frame once it has finished rendering the Nth frame. This gives you MORE PARALLELISM, and hence better performance. Keep in mind that this will only happen for one frame - your render thread will NOT keep falling behind more and more as your game progresses.
Being able to skip chunks of levels via rocket jumps will facilitate speed runs, much like with Quake 1.
The difference is that in Quake 1, the levels were enclosed so the places you could RJ weren't very obvious; in addition, the health toll for rocket jumping in Quake is a lot higher than it is here. Again, I think their inclusion is good if they did it on purpose but due to the ease of going out of bounds I'm not sure that's always the case.Being able to skip chunks of levels via rocket jumps will facilitate speed runs, much like with Quake 1.
I'm having the opposite problem. Everything is oddly muted.I noticed that too.
Anyone else notice that the sound is way way too loud as well, especially the voices.
The difference is that in Quake 1, the levels were enclosed so the places you could RJ weren't very obvious; in addition, the health toll for rocket jumping in Quake is a lot higher than it is here. Again, I think their inclusion is good if they did it on purpose but due to the ease of going out of bounds I'm not sure that's always the case.
I have no idea as I cannot get multiplayer to work. The next time I get to a checkpoint I'll test how much health I'm actually losing per rocket jump but it can't be much more than a third. I'm playing on the hardest difficulty and rjing pretty liberally without knowing where I'm going, so there's that.Interesting. I'm about to boot it up so I'll check that out.
Is the health toll for rj'ing any different in MP?
ROTT is based on Wolfenstein, so it will mostly be hitscan enemies.It would be a whole lot better if there were less hitscan enemies but I'm not far enough into the game to make a definitive judgement on this one.
Good.I've also skipped large areas of the game through fairly obvious rocket jumps and I've hurdled myself out of bounds without much effort. The former is fine if they intended the game to be playable that way (I'm certainly not complaining about it) although the latter is a little silly, especially considering there's a particularly easy way to get out of bounds in E1M2 that doesn't even involve a rocket jump.
They did it on purpose, because in the original game you would one shot yourself if you even came close to being hit by your own explosion.The difference is that in Quake 1, the levels were enclosed so the places you could RJ weren't very obvious; in addition, the health toll for rocket jumping in Quake is a lot higher than it is here. Again, I think their inclusion is good if they did it on purpose but due to the ease of going out of bounds I'm not sure that's always the case.
The difference is that in Quake 1, the levels were enclosed so the places you could RJ weren't very obvious; in addition, the health toll for rocket jumping in Quake is a lot higher than it is here. Again, I think their inclusion is good if they did it on purpose but due to the ease of going out of bounds I'm not sure that's always the case.
I'm having the opposite problem. Everything is oddly muted.
In that sense it's a lot like Duke Nukem forever, good quick fun. Just don't expect a challenge because modern day shooters have taken up to such a skill level that everything thrown at us from these games don't really surprise us or challenge us.
Might try it out, thanks for the review.
From the comments
SO DO YOU RIKE IT?! DO YOU RIKE ITTTT??!!!!
CAN YOU DIG ITTTTTTT?
Seriously though. GAF games. Wario is beast. Let's do this. I am super pro at being on GAF now XD
Tell me that you have a magic patch to fix the frame rate..
Patch 1 is like ALL optimization. Also, make sure your settings in the launcher are actually saving. Press ACCEPT SETTINGS like 5 times. And be sure to disable lens flare and bloom and all that dumb shit. ^__^
Loving the game,that speed,them weapons. Just needs a bit more optimization and bug fixes. Overall it is fun and that is good.
Also why is the music even at 100% still so QUIET? I want to get my socks knocked off during shooting,this needs to be fixed also.
Patch 1 is like ALL optimization. Also, make sure your settings in the launcher are actually saving. Press ACCEPT SETTINGS like 5 times. And be sure to disable lens flare and bloom and all that dumb shit. ^__^
YEAH DUDE THAT'S A KNOWN BUG AND IT PISSES ME OFF SINCE THE MUSIC IS SO AWESOME. PATCH 1!
The thing that makes me chuckle is that the pistol and MP40 have infinite ammo and don't need to be reloaded yet there's reloading animations anyway and I keep fucking reloading when I don't need to. Damn you modern shooters!
The thing that makes me chuckle is that the pistol and MP40 have infinite ammo and don't need to be reloaded yet there's reloading animations anyway and I keep fucking reloading when I don't need to. Damn you modern shooters!
Seriously, I keep reloading :/
It's like a tic.
I had to bind Reload to L so I wouldn't reload all the time.
Seriously, I keep reloading :/
It's like a tic.
Am I the only one damn bastard without performance issues?
Am I the only one damn bastard without performance issues?