Errrr.... right... That doesn't have anything to do with updating the framebuffer when a frame has only been rendered for half a frame yet...Personally, I find tearing extremely distractive. My solution to the issue you describe? Fire up my trusty CRT which does 1024x768@120Hz, modify the game to process at 120fps (if it offers such an option) and enable vsync. Same result, only without visual artifacts from viewing two frames on screen at the same time.
The monitor? What monitor? Even my flatscreen does 75fps... Let me go ahead and facepalm you back, already... and even then; it updates the frame every 1/60th of a second. Half of that finnished frame could be there or a newer one. It is just time intervals. There is no framelimiter in a game engine that embeds itself into a monitor, idiot...Nope. The monitor itself is physically incapable of displaying faster than 60 FPS. If you have a monitor with a higher refresh rate, the sync-to-vblank will scale up to it, of course.
You never played it, yet do seem to know if it is fun or not. Secondly, there is no jitteriness, only a state of movement that is constantly restricted to time intervals if 1/60th of a second.Doom3 likely had other issues resulting in its jitteriness (I never played it, because I like games that are fun, personally).
Game physics are just part of a gameloop, if done right, which makes it limited to the amount of FPS. Game physics can be implemented in an endless amount of ways, actually, so there is nothing to understand here. Knowing that there are games that do not limit themselves to individual physics frames, but just look at how much times has passed since last rendered frame, makes you wrong. Kaboom, baby, in your face(palm)!You probably didn't know that, which is not surprising, because very few people other than experienced game devs actually understand how game physics work.
Lol no... It all depends on how one constructed a game loop. 'Experienced devs' had better have good experience. You also have experienced idiots. Experience doesn't count. Skill does. But if the frames are limited, then explain to me how complex scenes can totally fsck up the fps. Oh wait, I know, because it got made my 'expierenced devs'? Rofl...Suffice to say, you have to keep physics at a fixed time increment or the simulation starts to do very crazy things when the frame rate varies often in complex scenes.
Which is the entire point, smartass... And once again, the game enginesframelimitter isn't embedded in 'the' monitorIt might show some portion of the screen sooner,
I've been playing games since pong and Pacman in black and white. Believe me... I do play other games than just Quake clones...Sounds like you're playing the wrong games. But then, it also sounds like you don't consider anything other than Quake and it's infinite number of clones and spin-offs to be a game. Good for you, I guess.
No the trolling and ignorence and idiot assumptions did. If I were to care about penis size I would have put my system spec in my signature (if it is possible to have one on this forum)...The small penis remark got your goat, didn't it? Sorry for your troubles, dude.