If I'm reading Wolf's question right, he didn't aim at speeding up the game, only the animation. By "not an option" I meant that it's unacceptable to mess with any of the timing constants in hard-coded EDuke32. Of course you have some of the timing functionality exposed at the scripting level and can do interesting stuff with it, but that's unrelated to Wolf's question (as far as I can see). I have yet to hear an argument in favor of 30+ FPS for an animation.
Trooper Dan, on 29 May 2014 - 10:40 AM, said:
And I swear that things do appear to move more smoothly in many cases.
This is probably stuff like the NEWBEAST (or was it the Octabrain) which TerminX once observed to have really jerky movement behavior, like it would update its position only each n
th game tic, n>1. That could even be the case and TX may have written a flag customizing that behavior. Here, yeah, bumping the base timer rate is kind of expected to make things smoother, but that's unrelated to animations as in changes of a tile number.
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And yes, you could make something animate 60 frames per second if you wanted.
Yes, but again probably unrelated to perceived smoothness. The rate at which humans can discern different pictures is sometimes cited as low as 18 IIRC, but the increasd smoothness with greater FPS in games usually has a different background, for example mouse input events being processed more quickly. That's my take on it, I'm happy to be proven wrong.