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I average about 60-100fps and even as low as 40fps in bigger maps. Curse my 128mb dedicated graphics memory!
My second monitor has 32mb dedicated memory with an astounding 12fps :D
V-Sync has never affected me other than 1 or 2 more fps. Odd? Same with visual details. At max compared to low, maybe a 10fps difference but a little jumpy when set high.
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I can get 40fps with 32MB integrated graphic card :p
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http://uk.answers.yahoo.com/question/ind...859AA0KDvc
nuuur!
i'm sure the human eye can pick up MORE FPS than that.
Does anyone acctually know?
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My FPS is so slow I can't play anymore and thats with the lowest quality and FPS Booster by V-Man. Would making the screen size smaller help? Lol 100x100 FTW.
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1000 FPS is good for your eyes, but only some rare screens can have 1Khz, it's very expansive.
Most of screens have around 60 fps, (i have the M14x and i have a 60hz max) but if you limits the vsync and use the /maxfps 60, most of the time you will have serious bugs (vertical lines, flashes etc), so you can put the fps max to ~100 (test it) for no bugs.
The eyes can see more than 25fps (i think even more than 1000), maybe someone here studyed on old 7 segments counter?
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(12 Sep 11, 07:47PM)MykeGregory Wrote: http://uk.answers.yahoo.com/question/ind...859AA0KDvc
nuuur!
i'm sure the human eye can pick up MORE FPS than that.
Does anyone acctually know?
http://en.wikipedia.org/wiki/Frame_rate#...ideo_games
Start there and read on.
As mentioned before, a steady frame rate is what will improve your game experience, not a high frame rate. That is why vsync will help you, even if (especially since) it restricts FPS to a lower frame rate than what your system is capable of.
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Reducing resoultution GREATLY improves speed!!! Its looks so blurry like I'm drunk but my system only hums quietly rather than roaring and runs really fast! I highly recommond reducing resoulution! 500x500 is as low as you should go though. The smaller the numbers the worse the quality.
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400 FPS, 1920x1080, graphics: INSANE!
\:D
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(12 Sep 11, 09:05PM)V-Man Wrote: That is why vsync will help you, even if (especially since) it restricts FPS to a lower frame rate than what your system is capable of.
Double buffering (which is the usual method for V-Sync) introduces extra latency though which will really hurt your gameplay. Some graphics cards' drivers may allow you to force Triple Buffering though which gets the best of both worlds (frames synced to your display and no extra latency).
For this reason, either use Triple Buffering or don't use V-Sync at all. This is advice I really can't stress enough; practically all paid competitive players play without V-Sync. Above and beyond that, get a 120hz monitor (usually they're also 3D capable).
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17 Sep 11, 09:18AM
(This post was last modified: 17 Sep 11, 09:18AM by V-Man.)
On my integrated laptop video cards, I can see no gameplay-damaging latency from v-sync.
(Anecdotal)
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I got 999999999999 Fps with photoshop.
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Hey, my mom gave me a nice computer and now i have 1000 fps, i'm going to pwn some noobs on public games !!1!!1!!111!!1!
hah.
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It's not about how many fps the human eye can see, it's about hits! (hit registration)
I have this crappy laptop where i can get up to 100 fps max!!!! But still it's worthless playing with SMG or AR because i can waste hole clip on someones back (at a distance) and still they have time to turn around and shoot me dead. I get better scores playing with a sniper than with any other weapon (and i kind of suck at it) maybe because i only have to fire a few shots to kill.
And i have this pc, where i get 400 to 800 fps, and the hit registration improves. It's so much easier to play with any weapon, because the shots hit the target!
I tested these two computers under the same internet connection.
So my question is: Is the hit registration affected by the fps?
If yes, than "this game is for all machines" is not so right.
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26 Sep 11, 11:44PM
(This post was last modified: 26 Sep 11, 11:44PM by Lantry.)
I believe the physics (including hitreg) operate at a fixed fps, separate from the one you see on your screen. I.e., it is the same for everyone.
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Lantry, that has been proven false to some extent (though probably mostly true). Some bizarre things rely on fps.
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void limitfps(int &millis, int curmillis)
683 {
684 if(!maxfps) return;
685 static int fpserror = 0;
686 int delay = 1000/maxfps - (millis-curmillis);
687 if(delay < 0) fpserror = 0;
688 else
689 {
690 fpserror += 1000%maxfps;
691 if(fpserror >= maxfps)
692 {
693 ++delay;
694 fpserror -= maxfps;
695 }
696 if(delay > 0)
697 {
698 SDL_Delay(delay);
699 millis += delay;
700 }
701 }
...
1222 for(;;)
1223 {
1224 static int frames = 0;
1225 static float fps = 10.0f;
1226 int millis = SDL_GetTicks() - clockrealbase;
1227 if(clockfix) millis = int(millis*(double(clockerror)/1000000));
1228 millis += clockvirtbase;
1229 if(millis<totalmillis) millis = totalmillis;
1230 limitfps(millis, totalmillis);
1231 int elapsed = millis-totalmillis;
1232 if(multiplayer(false)) curtime = elapsed;
1233 else
1234 {
1235 static int timeerr = 0;
1236 int scaledtime = elapsed*gamespeed + timeerr;
1237 curtime = scaledtime/100;
1238 timeerr = scaledtime%100;
1239 if(nextmillis && watchingdemo)
1240 {
1241 curtime += nextmillis;
1242 nextmillis = 0;
1243 }
1244 if(paused) curtime = 0;
1245 }
1246 lastmillis += curtime;
1247 totalmillis = millis;
1248
1249 checkinput();
1250
1251 if(lastmillis) updateworld(curtime, lastmillis);
1252
1253 if(needsautoscreenshot) showscores(true);
1254
1255 serverslice(0);
1256
1257 if(elapsed) fps = (1000.0f/elapsed+fps*10)/11; // avoid DIV-by-0
1258 frames++;
1259
1260 audiomgr.updateaudio();
1261
1262 computeraytable(camera1->o.x, camera1->o.y, dynfov());
1263 if(frames>3 && !minimized)
1264 {
1265 gl_drawframe(screen->w, screen->h, fps<lowfps ? fps/lowfps : (fps>highfps ? fps/highfps : 1.0f), fps);
1266 if(frames>4) SDL_GL_SwapBuffers();
1267 }
1268
1269 if(needsautoscreenshot) makeautoscreenshot();
1270
1271 #ifdef _DEBUG
1272 if(millis>lastflush+60000) { fflush(stdout); lastflush = millis; }
1273 #endif
1274 if (direct_connect)
1275 {
1276 direct_connect = false;
1277 connectserv(servername, serverport, password);
1278 }
1279 }
This was taken from main.cpp. Essentially, all that having a high framerate means is that there is very little delay each time it goes through a certain point in the main method. I'm not incredibly familiar with c++ so I can't really explain this that well but this is basically like having some sort of script wait a second before it continues. The actual framerate for the video is most likely around 60 despite it saying 1000 since most monitors refresh at a rate of around 60 hertz. This is also the reason why there are certain bugs when playing with very low framerates since the system clock does not stop (remember in 1.0.2 how smg would shoot at a lower rate with low fps?). For things like physics, I have not looked at the code, but I'm pretty sure it's based off of the system clock since you can't walk through walls at 1 fps.
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(12 Sep 11, 02:58PM)bballn45 Wrote: Oh ya I get 1001 frps. Bet you can't be that!
Matasar gets 5000
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@Roflcopter Dude thanks to you I could finally manage to increase my FPS to 100! I just had to disable V-Sync as you suggested!
Now, anyone can tell me, if my monitor is 55-76 image frequency, should I set maxfps to 76? I say because my eyes hurt now, worse than if playing the 3ds ! Or will I get used to 100 FPS?
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i just tried /maxfps 1000 and my laptop now maxes out 240 - 250fps. lol
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25 Oct 11, 10:03AM
(This post was last modified: 25 Oct 11, 10:05AM by V-Man.)
(24 Oct 11, 06:31PM)paulmuaddibKA Wrote: I could finally manage to increase my FPS to 100! I just had to disable V-Sync as you suggested! Quote:my eyes hurt now
I'm tempted to put that in the quotes thread.
That's a sign that your monitor is more sensitive to synchronization (or the lack thereof) than you thought. For your monitor, having a steady 55-76 FPS (whatever your monitor is actually set to) is going to be much better than a jittery 100 FPS. Turn the vsync back on and the problem should go away.
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I have a tv that handles 240hz and a good video card. So I imagine I can get loads of fps at max resolution and that is technically a good think. Takes a shit load of time to get used to it but I'm afraid I have noob eyes, caus I rather play on my good old lcd monitor since AC on the led tv gives me headaches.
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You get a stable 240fps at 240hz?
Envy makkE is envious.
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It seems like it, it shows 250 with vsync on. Looks damn good and its very fast and quite smooth. But fells kinda weird and throws me off my game a bit. Dunno if its the size of the screen or the Hz. I guess it needs some get used to it. As of now it makes me dizzy.
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27 Oct 11, 07:42PM
(This post was last modified: 27 Oct 11, 07:43PM by makkE.)
It shouldn't make you dizzy, elcrema, au contraire.
If you get dizzyness, try raising your fov a little.
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Offtopic, the name 'Sheva'. Any Graffiti references?
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02 Nov 11, 05:39PM
(This post was last modified: 02 Nov 11, 05:39PM by VenteX.)
* VenteX uses vsync.
Oh, you people and your FPS-whoring needs. ^_^
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i dont know what FPS is.. it comes to the bottom right of my screen it comes from 70-100 mostly... frame per second if i am not wrong...
but what you do with larger fps?? cause you can move your hand and fingers only at max 3 fps even if ur god..
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Try setting /maxfps at different levels and see what you think of the differences.
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