Will Fps Get Me A Mistress?

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Comments

  • colt45colt45 Join Date: 2002-11-06 Member: 7344Members
    This has been discussed in the tech support section. Just to clear things up. The fps you have DOES make a difference. The ping you have, not including the 300+ hpbs, does NOT make a difference. I play on cable connection always in the double digits. Last year i had a 600 mhz comp that got smoked building stuff by people with above 200 pings. This year i got a 2.0 ghz comp and now i smoke them. My fps was 25 and 60 for the 2 respectively. (I still havent been able to turn off the dang lock on windows XP to get my fps above 60).
  • Sub-SiderSub-Sider Join Date: 2002-11-28 Member: 10162Members
    i really confirm this effect. My fps is usually at around 30, as long as i dont look straight at the floor without many textures. And i can now confirm this a hundred times: i build at half speed when looking at the structure than when looking to the floor checking where i can get my 72 frames.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    <!--QuoteBegin--colt45+Feb 3 2003, 07:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (colt45 @ Feb 3 2003, 07:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (I still havent been able to turn off the dang lock on windows XP to get my fps above 60). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    heres a little tip, your problem is called vsynch, and it caps fps at the vertical refresh rate of the monitor. if you cant turn off vsynch you can at least up the refresh rate from 60 to 80 or 100 by going into display options -> settings -> advanced, i dont kno if it is healthy for a monitor to refresh that darn fast, i really dont know, but you might not want to leave it at the max at all times.
  • Eater1Eater1 Join Date: 2002-12-18 Member: 11106Members
    edited February 2003
    <!--QuoteBegin--MMZ>Torak+Feb 3 2003, 06:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Feb 3 2003, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This thread got so far off course, I expect to see a guy in a sailor's hat and a red shirt riding a coconut bicycle any time now. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    <!--QuoteBegin--sufus+Feb 3 2003, 04:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sufus @ Feb 3 2003, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dont feed the fanbois <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Don't use emo lingo.

    heh. Yeah, the devs admit it happens, VaLVE admits it happens. I think they know a little more about Half-Life comman processing than you sufus. Sorry buddy.
  • BlackoutBlackout Join Date: 2002-11-17 Member: 9004Members
    edited February 2003
    Sufus, I can understand that it sounds crazy that FPS has an effect on jetpacks and whatnot. If you came off, say, a Quake 3 engine game, you would react that way. Unfortunately in Quake 2 games, like Half Life, framerate essentially determines the number of gameworld updates you recieve. This is not a problem in fancy new games like RTCW, which use the variable called snaps to determine how many gameworld updates you recieve. But back here in Half Life, FPS is related to network performance which is related to in-game performance. Don't doubt it.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    lol eater!!

    good one
  • redeemed_darknessredeemed_darkness Join Date: 2003-01-21 Member: 12565Members
    QUOTE] And Doom was liniar (map1 map2 map3) HL was ONE facility and the surrounding area and you spent quite a bit of time going back and forth across it. [/QUOTE]
    well I’m surprised you didn’t compare it to Wolfstine 3D as well quake 2 had a few where you have to go back and forth but I consider that cheap and boring seeing the same thing again

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> PLEASE list some actual game names that you feel can stand up to HL. Thats all Im saying, and I was only responding to people saying they "hated HL" before NS came out, if it wasnt for HL none of this crap would be around right now <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ok all right quake 2 came out well before hl and after some of it’s preview shots
    Unreal had dynamic lighting 1996
    If HL didn’t exist all the mods most possibly be on different engine
    Well HL got popular because of CS (I never heard of HL until CS 1.0 through to 1.2 then played it at LANs only) and has the most mods because of it’s considered the easiest engine to code on.
    The first game to use strategy err… Doesn’t team fortress on quake count for any thing <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    <!--QuoteBegin--sufus+Feb 3 2003, 10:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sufus @ Feb 3 2003, 10:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> LMAO, FPS doesnt affect anything ingame. That's the most ridicilous thing I've ever heard! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    LMAO <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    <!--QuoteBegin--Blackout+Feb 3 2003, 11:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Blackout @ Feb 3 2003, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you came off, say, a Quake 3 engine game, you would react that way. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not really, Q3 players have been adjusting their framerate for higher jumps since before the retail version even hit the shops :)

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Unfortunately in Quake 2 games, like Half Life
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    HL isnt Q2 engine, to the best of my knowledge it is an original engine based heavily off Q1 code, as well as code id were originally intending as a successor to the Q1 engine. The final result is alot closer to Q1 than Q2, albeit with proper support for 3d cards rather than the hacked in GLQuake.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited February 2003
    those of u who visit #naturalselection on irc.gamesnet.net will already know that Halflife is a Q1 engine with Q2 renderers. It says so in the ChanServ greeting set by dev team <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    Thanks, that adds some weight to my description :)
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    ...with Gilligan, the Skipper too, the Millionaire, and his wife......
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