monele wrote:I just meant that I would understand if a FPS ate 100% of my CPU, because I expect an FPS to need lots of calculation that might warrant a more or less constant 100%. If I boost my CPU or Graphic card, though, I wouldn't understand if it kept eating 100%. The 100%, to me, seems to mean "you have reached the limit of your computer, ahead lay the abyss"
![Smile :)](./images/smilies/icon_smile.gif)
A lot of the more modern game engines scale, which means that they will use everything your system has to do as much as possible. If you upgrade your system, it gets more time in between frames to do more work - like more fine-grained AI tactical calculations, fancier environmental effects, better physics, that kind of thing.
i dunno if free engines like CrystalSpace, OGRE or Irrlicht do that, but i know Quake 2 and 3 engines do. It's not hard to do in theory: if you make the engine in two threads, one to render and one to do all the physics and AI, then you can just have the display thread locked to ~60 fps and the other thread unbounded. On a slower machine the second thread completes once every frame (at least, for it to be playable), on a faster machine it may complete a dozen times per frame. On the slow machine you might not "notice" impacts until the person's nose is already a few centimetres inside the wall, but on the faster machine, you catch on a lot quicker. Course, things get complicated when you bring in multi-player, but then they always do.
Course, if you're playing a FPS made in 2000 and you have a modern, 2008 computer and it's
still eating up the whole CPU, it's just being greedy.