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Old 11-01-2005, 05:17 AM
Polo Polo is offline
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Quote:
Originally Posted by Mark Sir Link
[EDIT]
1 hertz = 1 TPS. That should put it into perspective.

EXAMPLE:
700 MHz processor = 700 million tps.
Although the above is true, its maybe a little confusing. The term TPS is used as a Tick is an arbitary unit which represents some passing on time. Indeed, 1 TPS is 1Hz, But to think that because Graal is capped at 20 TPS that it will run on a 20Hz processor is not the same. I don't even think a 20Hz CPU exists anyway, bearing in mind that the Intel 4004 (the first microprocessor) ran at a much faster 740 kHz. 'Hz' just signifies 'per second', whereas TPS is signalling some kind of 'event' per second.

1 'Tick' may take millions of CPU instructions to perform, but once everything is processed, it does not move onto the next tick, it waits until a 20th of a second since the start of the last tick. A faster CPU is simply just left idling (or processing other things) until the next tick occurs. This is why a faster CPU won't make you run faster on Graal.

At the other end of the scale though, things are a bit different. If you dont finish all the processing in the time of the tick, then you will of course get slowed down, as the current processing will need to be finished before moving onto the next 'tick'.

Extra FPS Stuff!
Now lets all relate this to FPS. Lets take some fairly old game like Quake 3 Arena. Most people have a computer that will play this with no trouble, and everyone moves the same speed 'in game'. However, the guy with his brand new computer will have like 350 FPS, whilst the guy with the old computer may only be getting 30 FPS. This is because drawing the graphics is usually done seperately to the underlying game engine, ie: they are in seperate threads.

Underneath, Quake 3 Arena runs at a fixed game engine rate - a fixed TPS. What happens is that Graphics drawing is not normally limited in such a way. The graphics card draws the scene, then when its finished, it starts drawing the scene again, but just because it may be drawing the graphics more often, the actual game engine underneath is being limited.

The guy with the high FPS may look a little smoother, but this is just because the faster redraw rates mean the movement differences appear more precise to the human eye, although most people can't discern over 60 FPS.
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