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Re: Problem with FPS_MAX
[Re: fastlane69]
#50959
09/08/05 17:48
09/08/05 17:48
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Joined: Aug 2005
Posts: 1,012 germany, dresden
ulf
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,012
germany, dresden
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i have a big problem like this.
if i set fps_max to 90 and fps_min to 4 like in the templates i should get fps between 4-90. but i get a constant 63-64 fps. even if i set it higher.
funny thing today i had my game running at almost 90 like it should so i backed it up. later the fps dropped to 63 again. i ran the saved version and bang i get the 63 again ): being shure i didnt change anything.
i played a bit now and i found out that if i set fps_max to 200 i still get the 60 fps but now the funny thing, if i now press f11 twice so the red lines in the level geometry appear i get almost 200fps lol! srv is at 0.2 then... with my constant 63fps its at 12.5.
i really dont think its a vault in my code as i had the same problem with an example from the aum.
any solutions ? if not i think this needs further investigation in the bug reports forum, what do you guys think?
p.s. reboot doesnt fix this problem either p.s.2. using version 6.31.4
Last edited by utz; 09/08/05 17:52.
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Re: Problem with FPS_MAX
[Re: ulf]
#50960
09/08/05 20:00
09/08/05 20:00
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Joined: Apr 2002
Posts: 1,246 ny
jumpman
Serious User
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Serious User
Joined: Apr 2002
Posts: 1,246
ny
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I've been having the same problem, however I think I have some sort of idea as to whats going on.
I think you guys generally have pretty nice computers, which are able to shoot out more than 60 frames per second. From my understanding your system actually runs smoother because its shooting out frames without any major restrictions. Its the same concept as to why model entities arent programmed to check visibility behind blocks or other entities. In theory it sounds that making a model invisible when its behind a bigger model would make the game run faster, but in reality may make the game run slower, due to the program checking to see every model's visibility to every other model in the tree.
So for the fps_max, I think the program actually has to slow down and show only the frames that are under 60, and discard the rest. I dont know if thats the correct idea, or maybe the GPU gurus can give you a better analysis of whats going on.
Personally I like being able to limit the max fps due to my poor coding and areas/situations where alot of polygons/transparent sprites are visible. despite the jump in SRV. For instance, if you bring your player on top of a mountain overlooking many many tree models and the FPS drops down to 30 from 60, I would make the fps_max to 30, to give a steady fps through the thick and thin of the level. Halo 1 i think had a max_fps of 30.
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Re: Problem with FPS_MAX
[Re: jumpman]
#50961
09/08/05 20:25
09/08/05 20:25
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Joined: Aug 2005
Posts: 1,012 germany, dresden
ulf
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,012
germany, dresden
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no offense, i dont think thats the problem, as it happens with the same unchanged program from time to time. if what you just described would be that case it would happen all the time - but it doesnt  sometimes you get 63 fps and sometimes you get the full 89 you should be gettin. i already postet in the bug forum and hope conitec can fix this. it has definitaly nothing to do with our coding skills because it happens with the templates, georges aum scripts and so on. what i *suspect* is that it has somehow to do with other programs running in the background as some here seem to get an odd effect with the media player.
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