Author Topic: FPS  (Read 12771 times)

Timbo

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Re: FPS
« Reply #30 on: May 12, 2007, 11:56:28 am »
Quote from: "Kaleo"
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.

gareth

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FPS
« Reply #31 on: May 12, 2007, 06:41:58 pm »
Quote from: "kevlarman"
Quote from: "Risujin"

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.
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.

Nagato

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FPS
« Reply #32 on: May 12, 2007, 06:56:23 pm »
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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Steely Ann

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FPS
« Reply #33 on: May 12, 2007, 07:01:22 pm »
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.

Risujin

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FPS
« Reply #34 on: May 12, 2007, 07:22:42 pm »
Quote from: "gareth"
Quote from: "kevlarman"
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.

Stof

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FPS
« Reply #35 on: May 12, 2007, 07:45:15 pm »
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.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

kevlarman

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FPS
« Reply #36 on: May 12, 2007, 07:54:52 pm »
Quote from: "Risujin"
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.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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AKAnotu

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FPS
« Reply #37 on: May 12, 2007, 08:03:00 pm »
i <3 my computer after reading your guy's fps! the lowest i've gone in a normal game is around 80

Lava Croft

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FPS
« Reply #38 on: May 12, 2007, 08:03:30 pm »
Quote from: "kevlarman"
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.

Caveman

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FPS
« Reply #39 on: May 12, 2007, 08:03:58 pm »
Quote from: "Risujin"

The FPS rounding trick is useless in Tremulous ...


That is utter Bull!
Please stick to coding .)