Gorman
Author Level
Would this happen to have anything to do with why when I forced VSYNC on, in my nvidia control panel, fraps recorded my screen much much better with NO lag, than ever before? GPU was outputting 60fps max and had way more free time to deal with the screen capture maybe?
EDIT: Lewwoo, you wont notice the diff, as the monitor will display 60 frames per second, even though the GPU may be sending out many many more.
When the monitor and GPU are working in sync, everything seems smoother, although vsync can cause input lag as frames are buffered.
For Cod4 and many games on the quake engine, there are special FPS setting which improve fire rate of guns, hit registration etc. Check out this very intereesting article http://bashandslash.com/index.php?Itemid=63&id=51&option=com_content&task=view
Here the article is talking about a variety of things, none of which really relate to the fps your monitor can display. This Quake engine sweet spot is very very old and i prefer to get a balance between smooth gameplay and page tearing, i really really hate page tearing:
Also as a foot note, CoD4 is a long way off being a pure Quake 3 engine, its been modded far too much to go off that article alone:
Game engine
The visuals featured in Modern Warfare were highly praised.
Call of Duty 4: Modern Warfare runs on the IW engine, featuring true world-dynamic lighting, HDR lighting effects, dynamic shadows and depth of field.[13] Bullet penetration is calculated by the engine, taking into account factors such as surface type and entity thickness. The game runs in a native resolution of 600p on the Xbox 360 and PS3.[14]
Certain objects, such as cars and some buildings, are destructible. This makes distinguishing cover from concealment important, as the protection provided by objects such as wooden fences and thin walls do not completely protect players from harm. Bullet stopping power is decreased after penetrating an object, and the decrease is dependent on the thickness and surface type of the object. The game makes use of a dynamic physics engine, not implemented in previous Call of Duty titles. Death animations are a combination of pre-set animations and ragdoll physics. Console versions of Call of Duty 4: Modern Warfare run at a consistent 60 frames per second, and the Wii version runs at 30 frames per second.[13] Code was included to determine spawning points based on the nearby weapons and the relationship between enemy positions and line of sight to the points. The various criteria are meant to minimize players dying immediately after rejoining a match, or being "spawn-killed" due to players simply waiting for others to "respawn".[10]
The game engine has also been used for the development of two other Activision games. An enhanced version of the original engine was used in Call of Duty: World at War, the fifth installment in the Call of Duty series after Call of Duty 4,[15] while a slightly altered version has been used for the James Bond video game Quantum of Solace.[16]
http://en.wikipedia.org/wiki/Cod4
The IW Engine is a game engine developed by Infinity Ward and was used in the highly successful Call of Duty series. The engine was first used with Call of Duty 2 in 2005 under a proprietary license, as well as using the source code of id Tech 3[1] released under the GNU General Public License (version 2) the same year. An Infinity Ward proprietary engine was once again used in Call of Duty 4: Modern Warfare. The engine did not have an official name until IGN was told at the E3 2009 by the studio that Call of Duty: Modern Warfare 2 would run on the "IW 4.0 engine".[2] Enhanced versions of the engine were used by Treyarch in their Call of Duty games (after Call of Duty 4)[3] and Quantum of Solace.[4]
http://en.wikipedia.org/wiki/IW_engine