Jitters during camera rotation, help?

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hmm... thanks for all the replies. sswift, I'm honoured to have you post in reply to one of my first questions. I've been lurking here for months and I've read many good things here (especially about your shadow system... nice work there).

Interestingly, my cube is grey against a black background so I see the point about motion blur (which I am familiar with) it just hadn't occurred to me in regard to gaming, but hey, you learn something new every day right?

Going back and looking at other games after having worked with DBPro has been a real eye-opener. I see a lot of tricks and shorcuts that I would never have noticed before.

But as for my framerate issues; right now I'm just practising, but I do have a project I intend to do with BB3D, and I want to use a fixed framerate system. The reasons are too many to explain here, but mostly it's due to the fact that I'll be "cheating" a lot of the animation using some very old 2D tricks and lookup tables etc.

Delta Timing won't work for this project since I have to coreograph every 3D and 2D animation according to a strict number of frames. My concern now is, what framerate should I pick? The lower I pick, the more effects and animations I can cram in, the higher I pick, the smoother it will appear but the less I can do with it.

Thoughts?

The game is an action-rpg (diablo) with slightly slower combat, using a "round"system (NWN) but with robot, so there will be lots of weapon effects and particles (which is why I need to cheat some of the effects by using 2D animation overlays)

What kind of framerates do you guys feel are acceptable for an action-rpg? (I mean WoW sometimes chugs below 20fps on my system and it's still playable, but on the other hand, when I finally got FarCry to hit 50fps with a ton of tweaks, it was sooo nice).

Yes, I am a framerate whore (sigh)