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Mako Shark
Anyone remember the setting "minimum FPS" in Unreal Tournament???
Does anyone know what that setting did? I was wondering if it dynamically changed how the game was being rendered based on your minimum FPS... b/c if it did, that would be a great feature to have in any game.
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Tiger Shark
would this be in order to prevent slowdowns at certain parts? if so, that is an excellent idea as an option to have
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would this be in order to prevent slowdowns at certain parts? if so, that is an excellent idea as an option to have
Yes, but it wouldn't be all that great unless they could somehow figure out how to have the graphics scaled down in real-time without a hitch. Otherwise the graphics would be scaled down all the time...just for those moments where the fps dips below your acceptable level.
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Man With Nothing To Lose
I never really tweaked that setting too much. I remember I put it at 30fps. I played UT all the way from my Pentium 3 450MHz w/Voodoo3 machine to a 1GHz Athlon w/GeForce2 MX machine and I kept the same minimum fps of "30."
I never really noticed the game scaling down the graphics during the intense moments (and there definetly were slowdowns on my 450MHz Pentium) so I guess it either was non-existent or the scaling down was done very good by scaling down things you would hardly notice (perhaps things really far away, low texture detail in the distance, etc.).
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Mr Zurkon is here to kill
from what I've read it's basically a setting that makes things like decals and smoke effects go away faster or just not render at all when the fps got to a certain point...
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One of the things i definantly remember it doing was disabling the rotation in the dodges on the players so they didnt flip when they dodged....
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Mako Shark
I think it is definitely an interesting idea if it did what I we think it did. Too bad games don't offer that setting now (at least I haven't seen it).
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