Tremulous Forum
General => General Discussion => Topic started by: Kaleo on May 12, 2007, 03:06:06 am
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I would just like to ask a question.
The eye can see movement up to 24 frames per second. This means that if you have you computer going up to 16 fps, then you'll have problems and if you have you computer going at 26 fps, your fine.
Now my question is this; Why the &^%$ do all you guys complain with things like "OMG I IS ONLY GETTINGS 60 FPS!!! OH TEH NOES!!!" because you should only complain with an FPS of 23 or less.
So what is it with complaing that you have an FPS of 127 while the other guy has one of 304. IT MAKE NO DIFFERENCE TO YOU FUCKING EYES!!!
Thank you for reading my rant :D
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A TV runs at around 20 FPS a second... so dont complain, below 20 you start to feel a bit of lag... maybe its 25, i forgot... and Eye can see up to like 30-40 FPS and keep track
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If those FPS-Number were constant during the whole game, you might be right.
But please remember or do a google-search about the engine and you'll see that certain FPS-numbers give you a slight advantage.
Evlesoa, please shut up if you have no clue and puhlease don't excuse your Bullshit with your brother or your missing hormone-outlet!
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May I ask why you are so aggressive towards my posts? :cry:
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If those FPS-Number were constant during the whole game, you might be right.
But please remember or do a google-search about the engine and you'll see that certain FPS-numbers give you a slight advantage.
Evlesoa, please shut up if you have no clue and puhlease don't excuse your Bullshit with your brother or your missing hormone-outlet!
A) I may not know much about the engine (however I do) but I know alot about FPS rates. My dad is an award winning cinematographer.
B) There there Evlesoa, It's all right. STFU CAVEMAN!!!
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well... i find aggression isnt the way to earn a spot in the tremulous community... i shall change my ways to being nice on the forums. And umm... thanks lol *pats you back* ul see, il be honest (like im honest now but ppl dont believe me a lot :() and umm, il figure something out! Il be a true team player!
And i dunno if you look at Wiki, you mind find info about the engine and stuff... the cap on Max FPS is 85, however it reaches 90... so if you see 180 FPS (which i have gotten before on my 32 megabite video card) it doesnt really mean anything... in battle, with all the particle effects and the "impact" points it can really lag you up... Ex; Uncreation with all the particles, and Ex; ATCS in SST or some big map with a bunch of dudes in the center spamming luci, pulse and all and jet will lag you up...
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I fully understand this. My point is, why are there all these complainers evrywhere?
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I dunno... i was being aggressive cuz i had no other way of solving things... but it works now, after all
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What???... No, I mean FPS complainers!
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umm... that goes for that too... People start screaming and shit because their FPS is like 50 or something... yeah umm when i get low i just complain but I dont go all nuts about it...
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In televisions that use interlace scanning you see twice the actual number of frames per second (e.g. in the UK, PAL video signals are broadcast at 25FPS, but you see 50) The persistence of the screen phosphor and of your retina hides the interlacing. Interlacing means that the screen is scanned twice for each frame. Odd lines are refreshed on the first scan, even lines on the second.
For progressive scanning as used in nearly all computer monitors you become unable to see frame changes at around 60 FPS and CRT refresh flicker disappears at 85Hz, though this is somewhat dependent on the persistence of the phosphor used (high persistence = dots glow for longer after the electron beam has moved from them)
Rendering at above 60FPS achieves little more than developing excess heat in your graphics card.
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Really? so i should do com_maxfps 60?
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Taiyo, you know as well as I do that even marginally logical arguments have no place on these boards. Cease and desist immediately!
// :P
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Really? so i should do com_maxfps 60?
You might as well do. Using the "magic FPS numbers" don't have much of an effect on modern hardware.
Taiyo, you know as well as I do that even marginally logical arguments have no place on these boards. Cease and desist immediately!
Yes, how could I have forgotten. I do apologize. What I meant to say was:
OMG STFU FSCKING N00B!!1 I ARE L33TOR THAN THOU CUZ I HAV LIEK 300FPS U ALL SUCK CUZ U DONT!!
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I7'5 73H 5P4MM3R!!!!one!!11!!!eleventyone!!11!!!!!!! 68 P0575 IN 2 D4Y5!!!!!!
I set com_maxfps to just above whatever I have seen my max fps to be--currently it is around 120-140, and I dont have any unusual problems--just big spaces and/or lots of spam (and I mean a lot).
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well... il just stick to default, but magic numbers only work on Trick Jumping in W:ET or somethin like that where it actually matters...
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well... il just stick to default, but magic numbers only work on Trick Jumping in W:ET or somethin like that where it actually matters...
magic numbers don't exist in ET, because they use native code instead of qvms. in tremulous though, the magic numbers do make a very noticable difference.
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...magic numbers...
??? :-? :-? :-?
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...magic numbers...
??? :-? :-? :-?
Setting max fps to certain values can assist in using timing related tricks.
http://ucguides.savagehelp.com/Quake3/FAQFPSJumps.html
Edit: I doubt this persists in Tremulous, or at least I have not noticed changes in jumping with different frame rates.
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I complain because when it gets down to even 40 I notice people are beginning to skip frames, so I guess the complainers got super eye sight or something.
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I realize that with the likes of Evlesoa etc in this thread that replying with a serious answer might be a little late but I do want to point out one big difference between cinematic frames and computer generated frames -- motion blur.
If you pause a movie frame, you will see (if there is movement) that you're not really seeing the objects in their location at some slice in time, you are actually seeing the result of their motion during the frame (1/24 seconds of motion) composited together. This gives your brain motion cues.
A computer can not generate motion blur without heavy processing -- in Tremulous this is not done. Thus a frame from your computer is a snapshot in time. What you see is the exact position of objects at some point in time. Technically this is incorrect because you should be seeing a composite of motion during the frame duration. Thus if we were to set com_maxFps 24 and play the game, it would look like a slideshow because none of those frames are giving your brain motion cues.
So now you ask, why would, say 72 fps be better than 24? Like you said your eyes can only distinguish individual frames if there is at least 1/24 seconds of time between them. What happens when we (at 72 fps) show the eyes 3 frames during that time interval? The final image the eye sees is a composite of all three frames. If the object is not moving too quickly, this composite can look pretty close to what a real motion blur would have produced.
A completely different topic (but since you mentioned it) is why would someone run 300 fps? Because they're stupid. 8) Your monitor has a maximum refresh rate which limits the number of frames it can display per second (about 60 for a flat screen, higher for a CRT). If vertical sync is enabled, the game will match its rendering schedule with monitor refresh times so that each frame is drawn completely and only one frame is drawn per refresh. If vertical sync is disabled, the game will render frames as fast as it can (burning CPU and GPU), drawing multiple frames in one refresh. However, you only see the final result of that process at each monitor refresh. So your computer will have calculated maybe 3-4 frames per monitor refresh, but you only see one and you are very likely to see only half of the final frame which results in tearing (http://www.nhancer.com/help/images/VSync.jpg).
If you didn't get any of that, read this (http://en.wikipedia.org/wiki/Frame_rate).
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A completely different topic (but since you mentioned it) is why would someone run 300 fps? Because they're stupid. 8) Your monitor has a maximum refresh rate which limits the number of frames it can display per second (about 60 for a flat screen, higher for a CRT). If vertical sync is enabled, the game will match its rendering schedule with monitor refresh times so that each frame is drawn completely and only one frame is drawn per refresh. If vertical sync is disabled, the game will render frames as fast as it can (burning CPU and GPU), drawing multiple frames in one refresh. However, you only see the final result of that process at each monitor refresh. So your computer will have calculated maybe 3-4 frames per monitor refresh, but you only see one and you are very likely to see only half of the final frame which results in tearing (http://www.nhancer.com/help/images/VSync.jpg).
i don't think there is a single modern game that doesn't double or triple buffer its graphics to prevent artifacts like tearing. why would someone run 300 fps? 2 reasons: 1) because they can, and 2) because the rounding error from snapping velocity to an integer(qvms cast floats to ints by rounding rather than truncating) at the end of every client frame gets very significant (and in your favor) as you aproach 333fps
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too...many...words...just tell me a magic fps pls
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too...many...words...just tell me a magic fps pls
25,43,76,125,333
edit: there should be one or 2 more magic numbers before you hit the hard cap of 1000, i suppose i should look those up in case overflow wants to try it out :D
edit2: if you're overflow i recommend com_maxfps 799
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i wish i could get 333
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I wish I could get 25...
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umm... W:ET is Quake engine... and YES magic numbers DO work... DURR look up some trick jumping tutorials... im not kidding!
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I
I L
I LO
I LOV
I LOVE
I LOVE Y
I LOVE YO
I LOVE YOU
I LOVE YOUGHURT! :)
P.S. I wish i could get 20+ fps :(
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Well, its more a pride thig than anything else, for me.
But usually I play at 6fps.
If your comp is a 60fps normally, then it may dip in, say, Transit.
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Constant 666fps (http://cebt.s4.bizhat.com/images/smiles/icon_twisted.gif) *<-- why isn't this smiley in the list? it's supposed to be default isn't it?*
...nah, that's a lie. my fps is usually around an evil 27 :evil:, and spiking down to 5 sometimes... :evil: :evil: :evil:
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The eye can see movement up to 24 frames per second.
Actually the human vision system runs at something more like 60-70Hz, so beyond this you can't usually tell (except through implication). Your point is valid though; there isn't much point getting upset unless your framerate is very low.
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A completely different topic (but since you mentioned it) is why would someone run 300 fps? Because they're stupid. 8) Your monitor has a maximum refresh rate which limits the number of frames it can display per second (about 60 for a flat screen, higher for a CRT). If vertical sync is enabled, the game will match its rendering schedule with monitor refresh times so that each frame is drawn completely and only one frame is drawn per refresh. If vertical sync is disabled, the game will render frames as fast as it can (burning CPU and GPU), drawing multiple frames in one refresh. However, you only see the final result of that process at each monitor refresh. So your computer will have calculated maybe 3-4 frames per monitor refresh, but you only see one and you are very likely to see only half of the final frame which results in tearing (http://www.nhancer.com/help/images/VSync.jpg).
i don't think there is a single modern game that doesn't double or triple buffer its graphics to prevent artifacts like tearing. why would someone run 300 fps? 2 reasons: 1) because they can, and 2) because the rounding error from snapping velocity to an integer(qvms cast floats to ints by rounding rather than truncating) at the end of every client frame gets very significant (and in your favor) as you aproach 333fps
double buffering doesnt prevent tearing.
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Be 1337 play, at 2 FPS
Rofl :wink:
FPS for me at certain times:
1-5 FPS when there is a battle going on with more than 4-6 units. (Mostly outside or big room)
Very laggy look, but no long stops. Moving units warping from one point to another.
15-20 FPS at a usual battle 1-4 units on screen
Light laggy feel. Mostly consistant, but things might stop for quick burst at times.
26 FPS when watching a base with moving units/humans/aliens. (No battle)
Fairly smooth but very inconstant state.
40-50 FPS, when I'm looking into an empty room.
well nothing is moving so...yea
80-90 FPS when I am looking at a wall at point blank.
Just grey or black blankness.
Ping at 50-100
:tyrant: :dragoon: :advmarauder: :marauder: :basilisk: :dretch: :granger:
*RAWR*
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Setting the texture quality to 16-bit can free up some video memory and maybe help a bit with that, Nag. The only real difference I can tell is around creep; some of the black is spotted with a dark purple.
I wouldn't recommend screwing with the actual color depth on the other hand. All kinds of lame depth buffer stuff can happen then.
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i don't think there is a single modern game that doesn't double or triple buffer its graphics to prevent artifacts like tearing. why would someone run 300 fps? 2 reasons: 1) because they can, and 2) because the rounding error from snapping velocity to an integer(qvms cast floats to ints by rounding rather than truncating) at the end of every client frame gets very significant (and in your favor) as you aproach 333fps
double buffering doesnt prevent tearing.
Triple buffering means that the game renders an entire additional frame and gets started on the third before letting you see the first one. Without vsync you get tearing regardless because the buffer flip is not synchronized.
The FPS rounding trick is useless in Tremulous because there are no meaningful trickjumps in a game that lets you wallclimb and fly. Yes you may be able to climb up somewhere at S1 but, 16 kills later, there goes your advantage.
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FPS rounding trick is far from useless :) It lets you as a human get that little extra height that allows you some more unusual places without a jetpack.
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The FPS rounding trick is useless in Tremulous because there are no meaningful trickjumps in a game that lets you wallclimb and fly. Yes you may be able to climb up somewhere at S1 but, 16 kills later, there goes your advantage.
maybe you think the fps rounding trick is useless, but i don't find closing the gap between me and a human almost instantly useless (i wait until he reloads or turns around or something first of course), or staying just out of the range of a dragoon while firing the last few shots needed to kill him (this one requires the halved stamina cost of jumping on trem.tjw.org), or how about getting into the top floor of the elevator room as an s1 granger without the assistance of a dretch.
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i <3 my computer after reading your guy's fps! the lowest i've gone in a normal game is around 80
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how about getting into the top floor of the elevator room as an s1 granger without the assistance of a dretch.
Me and my 5-30 frames per second can strafejump onto the Karith elevator room ledge just fine, without the help of a dretch.
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The FPS rounding trick is useless in Tremulous ...
That is utter Bull!
Please stick to coding .)