Line 20: |
Line 20: |
| One of the big early discoveries was that of '[[lookdown]]'. More precisely, this was the idea that a higher frame rate increases your forward speed. | | One of the big early discoveries was that of '[[lookdown]]'. More precisely, this was the idea that a higher frame rate increases your forward speed. |
| | | |
− | This is not well understood. Your forward movement seems to be actually driven by the animation of Bond moving side to side, and so perhaps the root cause is in how lag effects this process. <ref name="lag and lookdown">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg450020#msg450020|title=the-elite facts topic post on lag and lookdown|access-date=July 16, 2021}}</ref>
| + | Exactly what causes this is not well understood. Your forward movement seems to be actually driven by the animation of Bond moving side to side, and so perhaps the root cause is in how lag effects this process. |
| | | |
− | Backwards movement uses the same calculations as forward movement and is also affected by lag.<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg450023#msg450023|title=the-elite facts topic post on lag and lookdown response on backwards movement|access-date=July 16, 2021}}</ref> | + | Backwards movement is affected by lag in the exact same way as forward movement.<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg450023#msg450023|title=the-elite facts topic post on lag and lookdown response on backwards movement|access-date=July 16, 2021}}</ref> |
| | | |
| Certainly exactly when lag spikes land affects the loss of speed: TASers will nudge weapon switches about by a few frames to find a spot that causes the smallest loss of forward speed, and the variation is dramatic. | | Certainly exactly when lag spikes land affects the loss of speed: TASers will nudge weapon switches about by a few frames to find a spot that causes the smallest loss of forward speed, and the variation is dramatic. |
Line 34: |
Line 34: |
| === Lag and lookdown === | | === Lag and lookdown === |
| | | |
− | First of all, what does lookdown actually do?<ref name="lag and lookdown" /> Well, it makes it so that less things are rendered on screen, thus increasing the framerate. However, if we dig a bit deeper, and look at how this affects in-game values in memory, we'll see that it mainly affects the value that tells the game how many 1/60th ticks (i.e. "frames") that passed since the last update. | + | First of all, what does lookdown actually do?<ref name="lag and lookdown">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg450020#msg450020|title=the-elite facts topic post on lag and lookdown|access-date=July 16, 2021}}</ref> Well, it makes it so that less things are rendered on screen, thus increasing the framerate. However, if we dig a bit deeper, and look at how this affects in-game values in memory, we'll see that it mainly affects the value that tells the game how many 1/60th ticks (i.e. "frames") that passed since the last update. |
| | | |
| To figure out how many frames have passed, the game checks the value of the N64 CPU cycle counter. According to the official documentation<ref>{{cite web | url=https://level42.ca/projects/ultra64/Documentation/man/n64man/os/osSetTime.html|title=N64 official documentation osSetTime|access-date=July 16, 2021}}</ref>, the CPU runs at 45.6375 MHz (or perhaps 46.875 MHz<ref>{{cite web | url=https://level42.ca/projects/ultra64/Documentation/man/n64man/os/OS_CYCLES_TO_NSEC.html|title=N64 official documentation OS_CYCLES_TO_NSEC|access-date=July 16, 2021}}</ref>). If we wish to convert this to 1/60ths of a second: | | To figure out how many frames have passed, the game checks the value of the N64 CPU cycle counter. According to the official documentation<ref>{{cite web | url=https://level42.ca/projects/ultra64/Documentation/man/n64man/os/osSetTime.html|title=N64 official documentation osSetTime|access-date=July 16, 2021}}</ref>, the CPU runs at 45.6375 MHz (or perhaps 46.875 MHz<ref>{{cite web | url=https://level42.ca/projects/ultra64/Documentation/man/n64man/os/OS_CYCLES_TO_NSEC.html|title=N64 official documentation OS_CYCLES_TO_NSEC|access-date=July 16, 2021}}</ref>). If we wish to convert this to 1/60ths of a second: |