Doom 3 & 60 Hz framerate

[quote]At a recent NVIDIA Editors’ Day, id Software CEO Todd Hollenshed announced that DOOM 3 will be capped to 60 frames per second in the rendering engine.

We checked with John Carmack himself about why DOOM 3 will be hard-capped at 60fps in the renderer, and he had this to say:

“The game tic simulation, including player movement, runs at 60hz, so if it rendered any faster, it would just be rendering identical frames. A fixed tic rate removes issues like Quake 3 had, where some jumps could only be made at certain framerates. In Doom, the same player inputs will produce the same motions, no matter what the framerate is.”
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great, now bring on the eyecandy and physics!

I wonder why don’t they just interpolate the frames? I thought they did that in quake 1.

They did, Q1 logic was at a whopping 10hz, with rendering lerping inbetween. Animation looked juddery as hell, but I think that was more because the animations were keyframed and didn’t have smooth transitions between them (which was added in Q2 IIRC).

Is the animation of the players, enemies etc being done in the “game tic simulation” or is it being done in the renderer?
I would put it in the tic sim (but then: I don’t know too much).

I ask because I see the following effect in the Quake3 engine based Jedi-Knights-II: when a multiplayer match is finished and the game loads the next map, all players are fixed to their position (I think the game tic sim is being halted) but many of them “run on the spot”, ie the animation continues. Also other render effects (like glowing forces) also still happen.

I’d guess that the logic put the player into a certain state (running, shooting etc.) and the actual renderer plays though the animation loop. This would make sense judging from the way animation snippits are laid out in the model files.

But doesn’t D3 have rag doll players? I guess these would have to be done in the game tic…?