Minimum Fps For Bhopping

Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
<div class="IPBDescription">Topic says it all, really.</div> I've got a GeForce 2 mx400 32 megabytes graphics card, and the problem is that it sucks. Most games lag if I set my fps_max too high, and the highest playable fps that doesn't lag me during action is 25 fps.

I tried bunnyhopping on ns_bhop, and set my fps to 100, and it was incredibly easier to bunnyhop with higher fps. I haven't tested the inbetweens yet, but what's the lowest fps you guys have and can consistently attain speeds of at least 500?

Comments

  • GoDlolGoDlol Join Date: 2005-01-08 Member: 33703Members
    it becomes harder and harder with the lower fps you have, I can bhop easy at 60 fps but anything much lower then that it starts getting harder and harder
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    well, if theres not much on the screen, i get 100 fps constantly, but with high action, say in custom maps for example it can drop extremely, down to like 60 or 40
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Rapier7+Jun 30 2005, 11:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Jun 30 2005, 11:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've got a GeForce 2 mx400 32 megabytes graphics card, and the problem is that it sucks. Most games lag if I set my fps_max too high, and the highest playable fps that doesn't lag me during action is 25 fps.

    I tried bunnyhopping on ns_bhop, and set my fps to 100, and it was incredibly easier to bunnyhop with higher fps. I haven't tested the inbetweens yet, but what's the lowest fps you guys have and can consistently attain speeds of at least 500? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    try changing your rates
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    ok he asked what the lowest FPS to bunnyhop was

    not how much fps you get on custom maps (who the hell cares? this doesn't even have anything to do with the topic)

    or

    suggestions on making bunnyhopping easier


    ok
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-comrade+Jun 30 2005, 05:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (comrade @ Jun 30 2005, 05:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> suggestions on making bunnyhopping easier <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    where?

    fine, lets say that on my old pc where i got 20-30 fps, i couldnt bunnyhop. i had read the tutorials and understood the technique but it simply wouldnt go.

    i upgraded and within 15 minutes i was hopping around ns_veil

    i think the line goes somewhere in 40-60 fps, if youre used to 100. of course some people might be able to tell that they can bhop with 30 fps or so. i think you have to do it a bit different with such a low fps though.
  • HellabeansHellabeans Universal NS Scapegoat Join Date: 2005-04-12 Member: 48269Members, Constellation
    I'd say anything above 50 or 60 is ideal..

    But no matter what fps youre getting..if its spiking around alot it can be hard to time your jumps properly
  • RiotingNerdRiotingNerd Join Date: 2003-09-15 Member: 20896Members
    pre-steam, i could do a half-decent bhop at 30fps, although going around corners i tended to lose a bit of speed
    in steam, that dropped to 20fps, unbhoppable period

    upgraded to 99fps, bhops fine in steam

    i would say the treshhold is around 40fps tbh
  • InnocuousInnocuous Join Date: 2004-02-18 Member: 26671Members
    I HEARD HELLABEAN LIKES ****
  • arealousarealous Join Date: 2005-03-28 Member: 46709Members, Constellation
    Strange, on the contrary, I have a hard time bhopping with higher fps. I have a very nice rig, and experimented with developer 1 enabled. First I put it to fps_max 125, and I noticed I appeared slower. Later, to have fun, I used fps_max 300, and it was like I didn't have 3jump at all. I could not get my timing right, and now for aliens I play with developer one. I believe nc-Minstrel knew quite about about this subject, I hope he will read this and impart his knoweledge. Btw, I'm Kung Fu Dugong.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited July 2005
    <!--QuoteBegin-arealous+Jul 5 2005, 03:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (arealous @ Jul 5 2005, 03:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Strange, on the contrary, I have a hard time bhopping with higher fps. I have a very nice rig, and experimented with developer 1 enabled. First I put it to fps_max 125, and I noticed I appeared slower. Later, to have fun, I used fps_max 300, and it was like I didn't have 3jump at all. I could not get my timing right, and now for aliens I play with developer one. I believe nc-Minstrel knew quite about about this subject, I hope he will read this and impart his knoweledge. Btw, I'm Kung Fu Dugong. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The wait command is fps dependent. I think it only waits a single screen, so 3 frames out of 300 would be like trying to time 1 frame out of 100, or 100 FPS with no 3 jump script. Try using your mousewheel and it will be a lot easier as you don't need perfect timing, it's the amount of time in contact with the ground that matters. At very high framerates forward acceleration also appears slower but you have more air controll(abillity to turn quickly without slowing down).

    at 20 FPS, if you miss a jump with one frame that's 5 ms you are in contact with the floor. There is a much larger granularity and the minimum punishment when you miss is 5 ms of friction while at 100 FPS it's a minimum of 1 ms. With mouse wheel or a 3 jump script it's not hard to consistently miss less than 5 frames at 100 FPS so this is quite a bit of an advantage with a high framerate. At really low framerates you have slow forward acceleration and low air controll. Bunnyhopping does need to be fixed.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    easier to time jumps with lower fps, harder to get a decent arc with lower fps I thought it was? :S prolly explains why i cant bhop atm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TalTal Join Date: 2005-02-23 Member: 42223Members
    when i had my radeon 7000 :/ i could still bhop at max speed with a 3jump at around 15-20 fps
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    SOYLENT GREEN IS PEOPLE!!
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    3jump doesn't work at 15-20 fps.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--QuoteBegin-Router Box+Jul 5 2005, 01:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Router Box @ Jul 5 2005, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SOYLENT GREEN IS PEOPLE!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Unfortunately I suspect that few of the people on this board are old enough, educated enough, or care enough to have understood that random outburst.

    FYI:
    <span style='font-size:8pt;line-height:100%'><i>Soylent Green</i> is a basic, cautionary tale of what could become of humanity physically and spiritually if it doesn't nurture the planet that nurtures it. There is little in this film that has not been seen in its brethren: faceless, oppressive crowds; sheep mentality; the corrosion of the soul, of imagination, of collective memory. Quirkily enough, <i>Soylent Green</i> often succeeds despite its director, whose tendency is to overuse Charlton Heston to illustrate every nuance of this dystopia.

    The film definitely has its moments, when its imagery is powerful and haunting. The sight of inexorably rolling front-loaders indiscriminately scooping up masses of squirming humanity from the streets is as powerful as anything else the film has to say. </span>
  • TalTal Join Date: 2005-02-23 Member: 42223Members
    edited July 2005
    maybe not as well but it still does.
  • joeejoee Join Date: 2005-06-18 Member: 54113Members
    edited July 2005
    <!--QuoteBegin-arealous+Jul 5 2005, 03:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (arealous @ Jul 5 2005, 03:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Strange, on the contrary, I have a hard time bhopping with higher fps. I have a very nice rig, and experimented with developer 1 enabled. First I put it to fps_max 125, and I noticed I appeared slower. Later, to have fun, I used fps_max 300, and it was like I didn't have 3jump at all. I could not get my timing right, and now for aliens I play with developer one. I believe nc-Minstrel knew quite about about this subject, I hope he will read this and impart his knoweledge. Btw, I'm Kung Fu Dugong. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    setting your framerate over 99 [or 100 i think] makes you move slower <b>even just running along then at 99 fps</b>

    try it out if you can get like 200 fps, you're actally slower vs's a guy getting 99.

    if you bhop at higher fps's you will stay in the air longer, [you may jump higher, i'm not certain] but your basespeed is lower.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    words
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    thanks professor
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin-joee+Jul 7 2005, 05:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (joee @ Jul 7 2005, 05:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> setting your framerate over 99 [or 100 i think] makes you move slower <b>even just running along then at 99 fps</b>

    try it out if you can get like 200 fps, you're actally slower vs's a guy getting 99.

    if you bhop at higher fps's you will stay in the air longer, [you may jump higher, i'm not certain] but your basespeed is lower.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Base speed as meassured by cl_showspeed does not change, neither on server or client. Max jump height certainly doesn't change(make a 63 unit tall box, independent of framerate you will be able to jump up on it as marine; make a 64 unit tall box, independent off framerate you won't get up on that box.). What's most likely happening is some sort of rounding or timer issue.

    I don't understand it completely but the server determines your movement, your client only predicts the servers result using the same physics code from pm_shared.c in the HLSDK(this is of course changeable to whatever you want in your mod. Hell you can have client and server disagree if you want to but that will cause prediction errors and your position will be updated to agree with the server). This makes FPS dependency as seen on a listen server(where you are the server) not entirely accurate with FPS dependency on a dedicated server.

    In order for the server to do this properly it needs some form of timestamps to be sent so it knowns when you did what.

    IMHO what's happening here is something like a speed hack. It does not interact with HL and does not change your actual speed in game(the variable in memory). It messes with the functions HL uses for keeping track of time and therefor indirectly with packets sent to the server, predicted physics, animations and everything.

    I could well imagine that HL isn't using the high precision timer but measuring time from frame to frame with some less accurate windows function giving time in ms rounded in some direction.

    FPS dependency for rate of fire does show discrete jumps at different framerates which is why I think there's some funky rounding going on somewhere: <a href='http://www.fortress-forever.com/fpsreport/' target='_blank'>linky</a>
  • RiotingNerdRiotingNerd Join Date: 2003-09-15 Member: 20896Members
    edited July 2005
    <span style='color:red'>Um....? You sir need a timeout.</span>
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    The frame code doesn't deal with total time, rather it updates the current frame based on how much time has passed since the last frame. So, if you're moving at 700 units per second and 10 milliseconds have passed since the last frame, it updates your position 10/1000 * 700 units. So, you calculate what percent of one second has passed to convert a per second unit into a per millisecond unit.

    As you can see, at 100 frames a second, you'll average about 10 milliseconds between each frame. So, if your "percent of one second" number is likely to cause more IEEE floating point errors in your favor and you've a steady FPS, you'll move faster, jump longer, and so on. So, if you multiply a "rounding error" by 100, it means much more than a rounder multiplied by 30.

    Summed up, you need a combination of not only high FPS, but an average frame percent that causes more floating point errors that other numbers.

    Here's a quote for example code to make it much clearer, with a very slow error accumulation and rounded under
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    [C#]

    double d = 1.37;
    double sum = 0;
    for (int i = 0; i < 1000; i++)
    sum += d;
    Console.WriteLine(sum);
    [Visual Basic]

    Dim d As Double = 1.37
    Dim sum As Double = 0
    Dim i As Integer
    For i = 1 To 1000
    sum = sum + d
    Next
    Console.WriteLine(sum)

    Now everybody knows that 1.37 times 1,000 is 1370, right? Would it surprise you to find that the output from the program above is 1369.99999999998?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • Blammo8Blammo8 Join Date: 2005-02-06 Member: 40141Members
    <!--QuoteBegin-Rapier7+Jun 30 2005, 06:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Jun 30 2005, 06:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've got a GeForce 2 mx400 32 megabytes graphics card, and the problem is that it sucks. Most games lag if I set my fps_max too high, and the highest playable fps that doesn't lag me during action is 25 fps.

    I tried bunnyhopping on ns_bhop, and set my fps to 100, and it was incredibly easier to bunnyhop with higher fps. I haven't tested the inbetweens yet, but what's the lowest fps you guys have and can consistently attain speeds of at least 500? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Strange... I use the same card and I get 60 fps no sweat. I never bothered setting the fps_max higher so I can prolly get higher fps.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    Something more interesting than than what graphics card you use would be your cpu and memory. I noticed that when I updated my computer in terms of motherboard, cpu and memory, while keeping my old gf3 graphics card, my fps suddenly landed on a steady 100+ during most firefights (a mass of turrets messes it up a bit, but for who doesnt it). Sure, this is only one incident, hardly anything to draw conclusions from, but I still think it supports my theory of it being your cpu, and not your graphics card that is the bottleneck in most cases when it comes to HL games.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Tip: removing ambientsounds by deleting them and setting cl_allowdownload to 0 will cause <b>major</b> fps-drops. Use the knifegaming.com package instead which replaces them with nulled out ones.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin-tjosan+Jul 15 2005, 07:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Jul 15 2005, 07:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Something more interesting than than what graphics card you use would be your cpu and memory. I noticed that when I updated my computer in terms of motherboard, cpu and memory, while keeping my old gf3 graphics card, my fps suddenly landed on a steady 100+ during most firefights (a mass of turrets messes it up a bit, but for who doesnt it). Sure, this is only one incident, hardly anything to draw conclusions from, but I still think it supports my theory of it being your cpu, and not your graphics card that is the bottleneck in most cases when it comes to HL games. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes that's true. However, since HL is freaking ANCIENT, it doesn't really batch anything in the way modern applications do so it does a rediculous amount of unnescessary calls to openGL. This is on the order of 50-100% more CPU intensive on ATi cards in my experience than it is on NV cards(this doesn't apply to new-ish openGL games). I keep a ti4200 around just in case I want to play HL for extended periods of time.

    While my 9800 pro does 1280x1024 with 6x AA and 16x AF with vsync on and triple buffering with ease unless there's a silly amount of umbra and the like, the max framerate is lower. If I go down to a low resolution with only a little AF being applied the old ti4200 will be anywhere between 1.5-2x faster.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    Cleaned up the worst of it. Consider this a warning... you dont want me to get all lock happy again, do you?
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    <!--QuoteBegin-coris+Jul 15 2005, 08:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Jul 15 2005, 08:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tip: removing ambientsounds by deleting them and setting cl_allowdownload to 0 will cause <b>major</b> fps-drops. Use the knifegaming.com package instead which replaces them with nulled out ones. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    *cough*

    erm? wha?

    wouldnt that be detected by concistency?
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    No, ambient sounds are not checked by consistency.
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