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The micro stutter issue. #477
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Just to add on, the relevant commits from Doom3Quest referenced in this issue are which would replace Perhaps we can setup a test branch and see if this resolves the issue? |
I don't currently have time to work on dhewm3, but generally, when/if we ever get stable high-refreshrate (for >= 120Hz displays and such) support, this issue would most probably be fixed when implementing that, because then we'd definitely have to find a way to have a higher timer precision than 1 millisecond (maybe use microseconds, maybe use floats, IDK) |
If anyone is interested/has this issue. The code from Doom3Quest mentioned in this Issue integrated in Dhewm3 is available here: https://github.com/MatthewBishop/dhewm3/tree/stuttering-fixes I have not experienced this issue so I cant say for certain if it fixes the problem for users. |
If that fix is actually works for people with this issue, I'd merge it - can you test @MatthewBishop's branch, @Arl90? Does anyone else have that problem and can test this? |
I think the micro stuttering is fixed in this experimental branch: #585 I don't know if I'll merge that branch eventually, it's still buggy and multiplayer is completely broken, but if not, I'll probably at least port the changes that fix the micro stuttering |
I created this issue to bring to surface and to gather more info regarding this often talked issue, a mild stutter that happens in the vanilla game. The only instance where it doesn't happen is in later revisions of the engine, this being the so called "idtech 4.5" from Doom 3 BFG Edition.
This has been addressed in the VR implementation of the engine D3 Quest, with notations in the source code stating this:
This has also been allegedly noted and addressed in some forks of the engine like https://github.com/jmarshall23/DNF-IcedTech
I'll add more info about it as I'm able to gather.
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