FPS drops issue - I tried everything...
Especially when online
#51
Posted 10 May 2010 - 10:41 PM
Do like me : play with 125 FPS for 2 years, and then cut to 90 FPS : you'll see a huge difference. These days, im playing Bad Company 2 with around 40 FPS : it seems very very slow, comparing to cod4 where I have more than 300 FPS. There is a difference, a huge one.
In movies, the image seems fluid, even with 22 or 25 frame per second, but its because of the blurred effect, not because 22 FPS are enough.
And movies ain't games. In a game, there is action, there are very very fast moves, you need something accurate, and the more FPS you have, the better it is. And the fact that UrT is stuck on 126 FPS (125), its really a pain in the ***, if one day you can go further than this, you'll see that it's way different.
#52
Posted 10 May 2010 - 10:44 PM
[provided it doesn't hit bugs [like the ones they had to lock it to 125 for]]
This post has been edited by mitsubishi: 10 May 2010 - 10:46 PM
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#53
Posted 11 May 2010 - 06:23 AM
You're monitor can't display faster than it's refresh rate dictates. It's a "Laws of physics" kind of thing. If you want to believe that there's a noticeable difference between 125 and 90 you're free to do so.
Ignorance is bliss, right?
#54
Posted 11 May 2010 - 09:56 AM
So you're saying, if I notice a slowing down of the image when it drops from 125 to 100 or 90, it's pure imagination ? According to you, I should detect the drop even if it's beyond 60 FPS, right?
Fact is if you don't have the v-synch (and the v-synch is bad, for some reasons), the frequency of your monitor and the frequency of frames coming from you graphic card aren't synchronized, that's why drops are visible and why the higher the FPS the better.
You don't need more than 60 FPS only if you use the vertical synch (and you won't have more than 60 or 75 FPS with the v-synch on anyway).
#55
Posted 11 May 2010 - 11:24 AM
a) you didn't even read what I said.
b) I know what you said is a fallacy most players think as true, but it's completely wrong. 60FPS on 60Hz monitor is simply not the most optimal ever in all cases.
It's only the most optimal if one wants to avoid tearing.
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
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#56
Posted 11 May 2010 - 05:38 PM
The engine isn't anymore efficient by calculating extra unused frames. Latency times are negligible.
Tizz, Turn the FPS indicator off. You'll never notice another drop.
The FPS counter probably averages values to keep the number somewhat constant and readable.
If you're noticing drops it's likely the engine is getting hung on certain calculations during certain frames and the FPS is actually momentarily lower than the refresh rate. If it's truly only a drop from 120 to 90, you wouldn't be able to notice it because your monitor never displayed those extra frames.
#57
Posted 11 May 2010 - 05:51 PM
So when you say "Tizz, Turn the FPS indicator off. You'll never notice another drop", you're totally and definitely wrong.
If you think im lying about that, you better not to post here any more.
#58
Posted 11 May 2010 - 09:14 PM
Funny thing is, even if it was visual[-only], it's still something. Even with a certain low Hz one still has a chance to see things faster with a higher FPS if vsync is off (which is a serious latency handicap if it's on).
Problem here is you Parrot on what most players say, not what is going on.
PS. e.g. cl_maxpackets handicap on 60FPS.
This post has been edited by mitsubishi: 11 May 2010 - 09:28 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#59
Posted 12 May 2010 - 01:26 AM
Mitsubishi. Your right, the engine does all the calculations (not just visual) if you have higher FPS. I've never said anything to the contrary. What's the point of calculating mouse movements and gathering network data in between displayed frames if you only see the results of that at your monitors refresh rate?
#60
Posted 12 May 2010 - 01:33 AM
A10, on 12 May 2010 - 01:26 AM, said:
Mitsubishi. Your right, the engine does all the calculations (not just visual) if you have higher FPS. I've never said anything to the contrary. What's the point of calculating mouse movements and gathering network data in between displayed frames if you only see the results of that at your monitors refresh rate?
And I think you're a noob.
You clearly don't know the game, and your knownledge in computer science seem to be way too limited. So there is no point of continuing this conversation, not to take the fact that you're disrespectful to me into account.
This post has been edited by Tizz: 12 May 2010 - 01:35 AM