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Speed up ticks? (Logic help)

Archive: 12 posts


I've tried every way imaginable, but I have only found a half solution, which creates a lot of thermo, but I'm wondering if anybody actually knows of a way to speed up the tick speed of a repeater2013-08-15 07:56:00

Author:
amiel445566
Posts: 664


Define a repeater?

that fastest thing in the game is 1 frame and how you get one frame is a not gate hooked to itself there is nothing faster than a frame.
2013-08-16 02:29:00

Author:
JKY
Posts: 119


there is nothing faster than a frame.

...just our own imagination

Didn't really knew about the NOT gate tied to itself (probably because it doesn't have a visual representation, I might be wrong though), so thanks for that. I use to use randomizers set to 0.0 which was 15 pulses every second.
2013-08-16 04:11:00

Author:
Alex-Raven
Posts: 147


if you search on here about frame rate of the game I believe it was rtm223 that did the breakdown on it and I'm not sure if this is what the OP is talking about cause a pulse generator sounds like what they want but used repeater but repeater is a broad word.2013-08-16 04:15:00

Author:
JKY
Posts: 119


The in-game logic is simulated at 30 Hz, 30 frames per second. A 30 Hz signal is interpreted as a constant high by all logic components.

The fastest possible serial signal you can send down a wire, usually generated by either a NOT gate or selector, is at 15 Hz where one frame is high and the next low.

You can obtain a 30 Hz clock using a NOT gate or selector wired to itself, then inverting the 15 Hz output. If you combine those signals, however, you're left with a 30 Hz signal again that no gate can distinguish from a constant high. You can still use a 30 Hz signal to drive animations and parallel logic but you simply can't produce anything faster.

Even if you were to place a thousand batteries on a 1 second sequencer to produce a 1000 Hz signal, it will still only produce a 30 Hz signal at most since you're exceeding the framerate limit of the game.
2013-08-16 05:19:00

Author:
Ayneh
Posts: 2454


The in-game logic is simulated at 30 Hz, 30 frames per second. A 30 Hz signal is interpreted as a constant high by all logic components.

The fastest possible serial signal you can send down a wire, usually generated by either a NOT gate or selector, is at 15 Hz where one frame is high and the next low.

You can obtain a 30 Hz clock using a NOT gate or selector wired to itself, then inverting the 15 Hz output. If you combine those signals, however, you're left with a 30 Hz signal again that no gate can distinguish from a constant high. You can still use a 30 Hz signal to drive animations and parallel logic but you simply can't produce anything faster.

Even if you were to place a thousand batteries on a 1 second sequencer to produce a 1000 Hz signal, it will still only produce a 30 Hz signal at most since you're exceeding the framerate limit of the game.

I just tested this out a minute ago, and yeah, came back to mention that 15Hz is the max frequency at which any gate can comprehend individual pulses.

Too bad for those who want a higher clock rate for their LBP CPU's, xD.
2013-08-16 21:29:00

Author:
Alex-Raven
Posts: 147


I just tested this out a minute ago, and yeah, came back to mention that 15Hz is the max frequency at which any gate can comprehend individual pulses.

Too bad for those who want a higher clock rate for their LBP CPU's, xD.
Yeah, if you want the best bang per frame then go parallel and drop the idea of a synchronous clock.
2013-08-20 21:21:00

Author:
Ayneh
Posts: 2454


I just tested this out a minute ago, and yeah, came back to mention that 15Hz is the max frequency at which any gate can comprehend individual pulses.

Too bad for those who want a higher clock rate for their LBP CPU's, xD.

As Ayneh said, you can use a constant HIGH as a 30Hz signal and you can interpret these as individual HIGH pulses every frame. 30Hz signals can be used to achieve higher clock rates under many applications, especially if you're working with what's known as "zero latency logic".

This makes it possible to make a series of computations within a single frame which enables you to use a constant HIGH signal as a very 30Hz clock rate.

There are pros and cons to zero latency logic. I'll make a tutorial on how it works if anyone is interested.
2013-09-28 05:33:00

Author:
Seku
Posts: 65


What if you use got a timer of 0.1 set to repeat?2013-10-17 01:46:00

Author:
Darthvadre11
Posts: 134


What if you use got a timer of 0.1 set to repeat?

That would be 10Hz
2013-10-17 06:09:00

Author:
Seku
Posts: 65


There are pros and cons to zero latency logic. I'll make a tutorial on how it works if anyone is interested.


I would be very interested in such a tutorial.
2013-10-18 03:47:00

Author:
Kalawishis
Posts: 928


I would be very interested in such a tutorial.

I made a tutorial for this in my blog. Read through "Basic Maths" then "Zero Latency Logic" and the concept should make sense. There are also a bunch of zero latency chips in my logic kit to play around with.
2013-10-20 22:56:00

Author:
Seku
Posts: 65


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