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Pulse Timing
Posted: Wed Sep 25, 2013 5:00 pm
by montanaza
Anyone have an idea how pulse timing works?
IS it like frames per second, or actions per second? Seems like close to 1 is better. Is it a database query measurement?
Totally confused!
RE: Pulse Timing
Posted: Wed Sep 25, 2013 5:16 pm
by Primarchx
As I recall the game does something like slice 1 second of game time into 10 segments (at 1:1) where it moves the game along. The Pulse tells you how long it takes to finish those operations. At higher compressions there are actually fewer segments (maybe 1 per second or higher), which leads to lower pulse times in many circumstances.
An cycle-efficient way to run the game might be to run at high compression (1:5/15/30sec) and then slow down to real time for 'high definition' moments like combat res.
RE: Pulse Timing
Posted: Wed Sep 25, 2013 5:19 pm
by montanaza
Got you. Thanks primarchx
RE: Pulse Timing
Posted: Wed Sep 25, 2013 6:40 pm
by Showtime 100_MatrixForum
Do some events cause the game to pause/switch to a lower time compression? I'd like this, especially if I can configure it so that some events do and some events don't.
RE: Pulse Timing
Posted: Wed Sep 25, 2013 6:44 pm
by Primarchx
Yes, there's options for the Message Log that can pause the game when certain activities occur (a new detection, attack, etc) as you wish.