Talk:Uncapped framerate
Interpolation implementations missingEdit
Each source port with this "feature" has differently implemented it; Eternity Engine uses the methods Odamex uses, ZDoom adds interpolation to the weapon bobbing AND centring the view with keyboard look keys and also a little on the monsters (but not particles), Doomsday has "skating" monsters, and the list goes on. It might be best to have a table with all of these. Table below is not sourced and is for example ONLY (and I'm just going by what I know by playing these ports)
| Interpolation features | |||||
|---|---|---|---|---|---|
| Source Port | Viewpoint | Weapon | Monsters | Flair | Camera |
| ZDoom | Yes | Yes | Partially | No | Yes |
| Eternity Engine | Partially | No | Partially | No | N/A |
| Vavoom | Partially | Yes | Fully | Yes | Yes |
| Odamex | Partially | No | Partially | No | N/A |
| Doomsday | Yes | Yes | Fully | Yes | N/A |
If that's too much though, disregard it. I just feel that it might be a little dishonest to not explain the differences in implementation, "completeness" in implementation, and so on. ConSiGno (talk) 12:49, 5 October 2015 (CDT)