Physics and FPS
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Physics and FPS
Updated 3 years ago by Minx

For RTA runs, it is best advised to run the game with the in-game vsync on (this is in your config file for video), and no FPS cap. This will automatically put your in-game FPS at whatever your refresh rate is. 60 Hz is recommended. The reason is so that you have the best possible loading times with the most playable physics.

For ILs, this is especially important to maxing out a track. If you use the wrong FPS, you'll lose significant amounts of time to critical positions on the track, which require a certain FPS to execute certain maneuvers. This is more for PC players who can play on different frame rates.

Known effects of running the game at a higher frame rate:

-Stronger gravity -Loss of sliding control -Loss of control in anti-gravity tubes (tendency to stay centre even when turning left or right) -Increased traction on walls (easier to climb) -Increased damage taken -Increased repair rate -Easier to stay on course through uneven terrain (if a track has a gentle drop for instance, your racer will stick to the track instead of 'crashing' into the ground when it normally would) -Easier to crash into uneven terrain which are now counted as walls (eg Dethro's Revenge transition from tube to platform) (chances of random death in certain areas is higher, but can also be negated on other tracks, really depends) -Faster load time and menuing

Applications to racer scenarios: -Easier to perform skips that involve climbing walls (overall execution is a lot faster) -Harder to take bends with slide -Harder to perform skips involving drops (less time to react due to stronger gravity)

When deciding the best FPS for a track. It is important to look at where the most time stands to be gained or lost on the track. (i.e., the critical positions) You also do not want to lose time to absurdly high fps causing you to take turns slower because of the weaker slide even in cases where it's better to have a good frame rate.

If you stand to gain the most time from holding a boost that is only possible on higher frame rates, then the minimum required fps for it is probably the best choice. If you stand to gain the most time from execution of a skip, whatever FPS will get you through it the fastest is the best. If you have to take sharp turns with sliding, 24 or 30 is probably good.

It is recommended to run the game between 24 (n64 physics) and 60 at max. Going lower or higher than this can potentially break the game and may result in your run being rejected. However, this is left to the discretion of the moderators and will not be addressed here.

FPS used in current IL PC WRs as at 12/04/20: (Disclaimer: This is not to say these are the best possible frame rates for each course) Unless specified, the same frame rate is used for both 1-Lap and 3-Lap records.

The Boonta Training Course - 60 Mon Gazza Speedway - 24 Beedo's Wild Ride - 48 (skip) and 36 (no skip) Aquilaris Classic - 36 (1-Lap), 24 (3-Lap) Malastare 100 - 24 Vengeance - 60 Spice Mine Run - 38 (1-Lap) and 60 (3-Lap) Sunken City - 36 Howler Gorge - 38 Dug Derby - 24 (skip and no skip) Scrapper's Run - 42 (1-Lap), 60 (3-Lap) Zugga Challenge - 28 (skip), 24 (no skip) Baroo Coast - 24 Bumpy's Breakers - 24 (skip and no skip) Executioner - 24 (skip 3-Lap), 27 (skip 1-Lap) and 60 (no skip) Sebulba's Legacy - 38 (skip) and 60 (no skip) Grabvine Gateway - 28 (1-Lap), 30 (3-Lap) Andobi Mountain Run - 28 (skip) and 60 (no skip) Dethro's Revenge - 32 (1-Lap), 24 (3-Lap) Fire Mountain Rally - 28 The Boonta Classic - 48 (skip) and 60 (no skip) Ando Prime Centrum - 24 (1 Lap skip), 38 (skip and no skip) Abyss - 60 (skip) and 30 (no skip) The Gauntlet - 24 (skip 3-Lap), 48 (skip 1-Lap) and 60 (no skip) Inferno - 60 (skip) and 38 (no skip)