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Re: Locking the frame rate exactly on 60 fps
[Re: ulf]
#68302
03/27/06 10:55
03/27/06 10:55
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
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OP
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Okay, I tried disabling it (choosing "always off") like you said. With the same conditions as shown in the screenshots given, I'm getting the exact same symptoms - the frame rate locks to a power of 2. For the fun of it, I tried "always on" and even that has no effect so it has to be something else.... The weird thing about it is that, when I have fps_max at 60 and fps_min at 10, the frame rate doesn't get much past 40, no where near 60. I set fps_max at 62 and fps_min at 60 and I was getting from 40 to 48 fps which is really weird. I first though it was an issue with 6.40.2, but I'm also getting this with 6.31.4 as well.... Weird....
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Locking the frame rate exactly on 60 fps
[Re: ulillillia]
#68303
03/27/06 22:23
03/27/06 22:23
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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im sorry ulillillia, i didnt mean to get u angry. i did edit my post, but only within a minute after i initially posted it. ur reply was half an hour later.
considering u aren't using the time variable, i understand why time_smooth didnt help. i do wish i could help. with the complexity of 3D games, they usually wouldn't be locked with the framerate. maybe u should post a request to conitec to have a framerate lock flag for 2D games and less complex 3D ones.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Locking the frame rate exactly on 60 fps
[Re: JibbSmart]
#68304
03/28/06 03:32
03/28/06 03:32
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
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I browse other forums as well and at the time while waiting for anything new, I was working on my 2D game's clouds. Anyway, I think I'll try either installing the older 6.22 update, or just reinstalling 3DGS and see what happens. If I recall correctly, there were no problems with the frame rate and 6.22, but this was over 1 1/2 years ago....
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Locking the frame rate exactly on 60 fps
[Re: ulillillia]
#68305
03/29/06 18:02
03/29/06 18:02
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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As far as I know, this particular framerate problem occurs with triplebuffering enabled. Try setting d3d_triplebuffer to zero, just to see what happens. Not sure whether the others already mentioned this - sorry I didn't have the time to read the whole thread I'm in a hurry... Hope that helps, anyway! 
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
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Re: Locking the frame rate exactly on 60 fps
[Re: Thomas_Nitschke]
#68306
03/29/06 18:09
03/29/06 18:09
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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I'm nearly done with my 18th cloud layer. When I finish it and test it, I'll try the triplebuffer thing. Not just 0, but I'll also try 1 just to see what effect it has. I'll report my findings.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Locking the frame rate exactly on 60 fps
[Re: ulillillia]
#68307
03/29/06 19:02
03/29/06 19:02
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
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Nothing.... Whether I use 1 or 0, it doesn't make a difference. I have fps_max set to exactly 60 and fps_min set to exactly 10. No matter what I do, even with fps_min the same as fps_max, the frame rate for 60 goes to 32 with the fluctuations. With my original settings, it varies from 61 to 63. This is getting on my nerves  .... 61 to 63 isn't bad, but it causes jerks (as from processing 2 frames at once) which throw it off.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Locking the frame rate exactly on 60 fps
[Re: ulillillia]
#68308
04/01/06 00:58
04/01/06 00:58
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Joined: Oct 2003
Posts: 218 USA
frozenbaby
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Posts: 218
USA
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Ok ... would like to add my 2 cents here and ask a question as well related to this thread.
Some background - I am a big Wow (World of Warcraft) player. For those that don't know, it's a HUGE world online game. I run it on 3 seperate machines and I have notice that animation speeds are constant although the framerate is not; i.e, on my "lowly" 750 (and yes - WoW runs just fine on it) a ctrl-r reveals the game running at anywheres from 13 - 25 fps. On my Pentium - anywheres from 20 - 35 and on my dual AMD anywheres from 40 - 60; HOWEVER - toon animation (as well as all others) appear THE SAME (compared by running on 3 seperate accounts with all 3 machines running simultaneously). The entire "world" itself my stutter on the low end machine - as it caches to HD, but there is NO stopping, toon slowing down to a crawl and then "catching up with itself" - ect.
I have noticed with 3dgs the exact opposite. I have a new level that I am working on using v6.40.x and the standard biped scripts (for now). I can start my model - he begins "slow" motion, walks, then a slow run and finally comes to speed. Once he reaches a "Run", at various point in the map ... will slow to a crawl and then the same sequence back up to speed. Not the case in WoW.
I have tried for the last 10 days to correct the behavior using a combination of time, time_smooth, time_factor and/or the fps variables but with to no avail. As is evident with the three machines here running WoW it can be done. I would like my model to move evenly (mayhaps smoothly is a better word) but have not been able to achieve it. Pain, that he starts "running in slow motion" influenced by map geometry when clearly it is possible that doesn't have to be the case.
Not sure that it's fps related, or if it's a "smoothing time coefficent", but I think if we could resolve this - would shed some light on efficient level creation beyond the "make sure you snap, don't use CGS, look for leaks" and other such arguements.
Some electrons may have been harmed in transmission, but most were caught in the "electronic condom" and recycled.
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Re: Locking the frame rate exactly on 60 fps
[Re: frozenbaby]
#68309
04/01/06 09:54
04/01/06 09:54
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
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Animations actually run at a constant speed too in 3DGS. The problem I have is that the frame rate seems to lock on powers of 2 and it doesn't remain constant as it has very noticeable jerks, about 3 or 4 per second where the jerks are caused from skipped frames due to running at a higher frame rate than my monitor's refresh rate. In most cases, this isn't an issue. For my 2D game, designed for 60 fps exactly like classics, it is an issue.
My only two possibilities that I can come up with is to reinstall 3DGS (deleting the entire GStudio6 folder). Another possibility is to download and run the older 6.22 engine (of which I don't think handles 24-bit images, a requirement).
Then, once I release my 2D game, you can download it (the free edition) and see the jerking effect yourself.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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