qreeves {l Wrote}:You will need to provide further information on your setup, including the init portions of the Red Eclipse log.txt.
In general, you are supposed to only render as many frames as needed by the video card for each frame. If a frame updates in in the middle of it being flushed to the screen it will result in screen tearing. The industry accepted solution is to cap your frame rate at the refresh rate of your output, generally by using vsync. In cube engine games, you can also try /maxfps N where N is the number of frames per second to render (commonly 60).
In any case, it still requires the engine to pause before going to the next frame, no matter what you do. Input is buffered; the idea of input lag has never been proven and is likely just a rumour people like to spread because it makes them feel like all their effort actually has a point. That being said, we can't really provide system specific help when you intend on doing things contrary to the way the game was intended to be used. There isn't a team of support personnel waiting to debug this for me, I hope you understand.
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