Does Fps Affect The Amount Of Addrenaline Used?

ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
I've just got a new pc which manages to run NS at a half decent fps. Anyway, when I fade on the old pc I hardly seem to use any adrenaline when blinking. I get about 20-30 fps on that machine. When I fade on the new pc, getting about 150-200 fps, just tapping blink seems to use loads of adrenaline. Seems to me that I'm better off setting my max fps to 25 when I fade...
«1

Comments

  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Normally it shouldn't, I can't answer you (I only have one PC), but all FPS-related bugs should have been removed after 1.04->2.0
    And back then, more fps = better (like infinite jetpack fuel)
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    you call 150-200 fps half-decent?

    anyways, yeah i tested it once actually with fps_max 30 and felt the same. not sure though.
  • rabbityrabbity Join Date: 2003-07-02 Member: 17866Members
    you get 150-200 fps?
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    I thought the hl engine only supported 100 fps max? 0_0
  • ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
    developer 1 in console removes the cap I believe.

    Its not all good though, my graphics has died a sad death after 1 week, another 2 weeks before I get the replacement <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
    <!--QuoteBegin-TOmekki+May 14 2005, 10:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ May 14 2005, 10:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you call 150-200 fps half-decent? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yeah i wonder how some ppl can say like that
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    you know, the human eye can only register 100 fps. you might as well set your fpsmax to 100, that way if your fps DOES affect your adrenaline, it wont that much.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    It certainly seems possible. With a higher fps, the attack command would be sent more often, and blink is the only weapon with a high enough rate of fire where it could possibly matter.
  • Blammo8Blammo8 Join Date: 2005-02-06 Member: 40141Members
    <!--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-->you know, the human eye can only register 100 fps. you might as well set your fpsmax to 100, that way if your fps DOES affect your adrenaline, it wont that much.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That's not true, a human eye registers only 60 fps. That's why tv's (well dunno about new ones) only display 50 to 60 fps.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Make that 30.
    And there still is a visible difference between 60 and 100 fps.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Eyes don't exactly work in FPS
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-ShotgunEd+May 14 2005, 03:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShotgunEd @ May 14 2005, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> developer 1 in console removes the cap I believe.

    Its not all good though, my graphics has died a sad death after 1 week, another 2 weeks before I get the replacement <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm afraid it does not. It only shows the theoretical maximum with current setup, not what you're getting. You *CANNOT* exceed 100FPS.

    FPS still effects many things. Although "the higher the FPS, the better" is mostly true, the best FPS from a maths POV is 25. This follows research done by "a civilian" and detailed explanation from Soylent Green.

    No, I do not recommend you set your max fps to 25. The rof/adren etc difference is hardly noticeable, whereas the jerkyness and ugliness certainly is.

    I thought the human eye can percieve up to 35Hz, but why a 60Hz monitor looks awful (headaches if you can't notice the flickering anyway,) and a 75Hz monitor is fine I don't know.
  • weywey Cineastè Join Date: 2003-06-01 Member: 16910Members, NS1 Playtester, Contributor, Constellation
    don't want to hijack this thread, but just to clear some things up: <a href='http://100fps.com/how_many_frames_can_humans_see.htm' target='_blank'>click</a>

    @topic:
    I don't know if fps really affect these things, but maybe it's just that you can time your actions better with a higher framerate, so that it seems like less adren is used.
  • Blammo8Blammo8 Join Date: 2005-02-06 Member: 40141Members
  • Star_HunterStar_Hunter Join Date: 2005-01-08 Member: 33818Members, Constellation
    <!--QuoteBegin-6john+May 14 2005, 11:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ May 14 2005, 11:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you know, the human eye can only register 100 fps. you might as well set your fpsmax to 100, that way if your fps DOES affect your adrenaline, it wont that much. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    When can this myth die?

    The human eye can register fps in excess of 220+ and likely much more then that, the eye doesn't see in fps, it is a constant stream of information, after 100 fps though the video is so fluid that its hard to notice a difference however it is still there.

    <a href='http://www.100fps.com/how_many_frames_can_humans_see.htm' target='_blank'>http://www.100fps.com/how_many_frames_can_humans_see.htm</a>
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    Yes. The measurement, with high FPS, between a good blink tap and a bad one is measured in milliseconds. The world entity loop used to calculate changes between frame changes in quake-style games is nothing more than interpolation - an approximation between two points in time. The more floating point estimations you use, the higher the accumulated floating point errors become.

    A simple test would be to script a blink at 100 FPS with 10 waits and then use a script with half the "wait"s at 50 FPS. If frames makes no different, the blinks should be identical in stamina usage and distance travelled. (Remember that a "wait" lasts one frame, so you'd need half as much waits for 50 FPS to equal the exact same length of time). If you're having a hard time measuring the difference, use FPS_MAX 10 with 1 wait for an extreme case.

    // with hud_fastswitch 1 and FPS_MAX 100
    slot2; +attack; wait; wait; wait; wait; wait; wait; wait; wait; wait; wait; -attack
    // with FPS_MAX 50
    slot2; +attack; wait; wait; wait; wait; wait; -attack




    Side note: The "human eye can only register X frames a second" thing is an obvious myth.
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation
    <!--QuoteBegin-Blammo8+May 14 2005, 04:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Blammo8 @ May 14 2005, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->you know, the human eye can only register 100 fps. you might as well set your fpsmax to 100, that way if your fps DOES affect your adrenaline, it wont that much.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That's not true, a human eye registers only 60 fps. That's why tv's (well dunno about new ones) only display 50 to 60 fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats why some fighter jet pilots can see upto 100fps?

    TV is set to the average fps seen by a certain amount of ppl not to all ppl just the average...

    Not everyone is the same ya know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--QuoteBegin-BlueNovember+May 14 2005, 08:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ May 14 2005, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I thought the human eye can percieve up to 35Hz, but why a 60Hz monitor looks awful (headaches if you can't notice the flickering anyway,) and a 75Hz monitor is fine I don't know. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In a nutshell, our eye is a bit like a camera: even if data gets sent every so often to the brain (a strictly continuous stream isn't possible by a nervous system, it's more like morse code) the eye gets the data continuously. It's a bit like overexposure on a camera, when the shutter doesn't close itself fast enough: the image is blurred. This blurriness allows fluidity because our brain sees each "picture" as a multitude of pictures. However, even if the real world does send out a continuous image, a screen only gives one crisp image every so often. The bluriness of the movie (made when filming) makes up for the lack of FPS, but games usually don't have bluriness.
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    <!--QuoteBegin-ShotgunEd+May 14 2005, 10:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShotgunEd @ May 14 2005, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've just got a new pc which manages to run NS at a half decent fps. Anyway, when I fade on the old pc I hardly seem to use any adrenaline when blinking. I get about 20-30 fps on that machine. When I fade on the new pc, getting about 150-200 fps, just tapping blink seems to use loads of adrenaline. Seems to me that I'm better off setting my max fps to 25 when I fade... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Are you holding down attack for the same length of time? If so, then the reason you're using more adrenaline at higher fps is that you're "attacking" more than you did at a lower fps.

    My understanding of the HL engine is that in each frame you can perform one command. So, with 30 fps, you can only perform 30 commands per second, with 100 fps, you can perform 100 per second. So, if you hold down attack for the same length of time at 30 fps as at 100 fps, you'll attack more in that given amount of time at 100 fps, therefore using more adrenaline.

    You'll never be better off running at a lower fps. The rate of fire differences between 30 fps and 100 fps are <b>extremely</b> noticeable. This, combined with the choppiness of video, will be a serious detriment to your gameplay. Just give yourself some time with the higher fps and you'll get used to it.
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    <!--QuoteBegin-Golden+May 14 2005, 04:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Golden @ May 14 2005, 04:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ShotgunEd+May 14 2005, 10:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShotgunEd @ May 14 2005, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've just got a new pc which manages to run NS at a half decent fps.  Anyway, when I fade on the old pc I hardly seem to use any adrenaline when blinking.  I get about 20-30 fps on that machine.  When I fade on the new pc, getting about 150-200 fps, just tapping blink seems to use loads of adrenaline.  Seems to me that I'm better off setting my max fps to 25 when I fade... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Are you holding down attack for the same length of time? If so, then the reason you're using more adrenaline at higher fps is that you're "attacking" more than you did at a lower fps.

    My understanding of the HL engine is that in each frame you can perform one command. So, with 30 fps, you can only perform 30 commands per second, with 100 fps, you can perform 100 per second. So, if you hold down attack for the same length of time at 30 fps as at 100 fps, you'll attack more in that given amount of time at 100 fps, therefore using more adrenaline.

    You'll never be better off running at a lower fps. The rate of fire differences between 30 fps and 100 fps are <b>extremely</b> noticeable. This, combined with the choppiness of video, will be a serious detriment to your gameplay. Just give yourself some time with the higher fps and you'll get used to it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's why low-poly models are the win. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Back to the original topic... Ordinarily it doesn't make any difference but there could be an exception for Blink. Blink operates with a large number of very small adrenaline costs as you hold the button down. It's possible that with low FPS, the game doesn't register the end of your click as soon as it should, and causes you to make a couple extra "blinks." A higher FPS would fix that by allowing the game to notice the very moment you let go and stop the +attack command accordingly. I can't say for certain, but that makes sense to me.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Zek+May 14 2005, 01:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ May 14 2005, 01:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Back to the original topic... Ordinarily it doesn't make any difference but there could be an exception for Blink. Blink operates with a large number of very small adrenaline costs as you hold the button down. It's possible that with low FPS, the game doesn't register the end of your click as soon as it should, and causes you to make a couple extra "blinks." A higher FPS would fix that by allowing the game to notice the very moment you let go and stop the +attack command accordingly. I can't say for certain, but that makes sense to me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You're saying the exact opposite of what the original poster said. He said lower fps means less adrenaline usage, which makes sense to me because the +attack command isn't sent as many times.
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    It would depend on how the game subtracts the energy. If it is done every Client Frame, then reducing the cl_cmdrate setting should reduce energy usage when blinking. Having low FPS, for whatever reason, effectively caps your cl_cmdrate setting.

    I suspect the "developer mode doesn't render over 100fps" comment came from the same guy that said "we can't see over 30fps" and "high pingers lag the server".
  • ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
    So if i'm getting 25 fps there is no point in having a cl_cmdrate over 25 then? Doesn't that mean, anybody with a bad fps is going to have worse bullet/bite reg?

    Wrt to blinking, I can hold blink down until all the addrenaline is used for far longer on my old pc than I can on my new.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Golden+May 14 2005, 03:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Golden @ May 14 2005, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ShotgunEd+May 14 2005, 10:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShotgunEd @ May 14 2005, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've just got a new pc which manages to run NS at a half decent fps.  Anyway, when I fade on the old pc I hardly seem to use any adrenaline when blinking.  I get about 20-30 fps on that machine.  When I fade on the new pc, getting about 150-200 fps, just tapping blink seems to use loads of adrenaline.  Seems to me that I'm better off setting my max fps to 25 when I fade... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Are you holding down attack for the same length of time? If so, then the reason you're using more adrenaline at higher fps is that you're "attacking" more than you did at a lower fps.

    My understanding of the HL engine is that in each frame you can perform one command. So, with 30 fps, you can only perform 30 commands per second, with 100 fps, you can perform 100 per second. So, if you hold down attack for the same length of time at 30 fps as at 100 fps, you'll attack more in that given amount of time at 100 fps, therefore using more adrenaline.

    You'll never be better off running at a lower fps. The rate of fire differences between 30 fps and 100 fps are <b>extremely</b> noticeable. This, combined with the choppiness of video, will be a serious detriment to your gameplay. Just give yourself some time with the higher fps and you'll get used to it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What? Wouldn't this mean that you can't shoot, crouch, jump, and move at the same time?
  • kalimxskalimxs Join Date: 2005-04-30 Member: 50543Members
    edited May 2005
    irregardless, the higher the FPS the engine calculates, the longer you stay in the air when you jump.

    howver it's not really THAT noticible.. maybe 10-20% increase from 100fps to ~200.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    In a nutshell, yes FPS does affect how much adrenaline is used by blink. The higher FPS a computer has, the more commands can be executed per second. This can be tested by firing a marine weapon from full to empty magazine and seeing the time at 100fps versus 30 fps, or any similar large difference in FPS. This will also apply to alien weapons as well.

    theclam: Unless your FPS is incredibly low (under 20), you will not run into that problem.

    cl_cmdrate is how many commands are how many commands are sent to the server per second. As many commands are possible, up to the number set by cl_cmdrate, are sent, so if your FPS doesn't catch up to cl_cmdrate, it will only send the number of commands possible by FPS. Yes, this can cause people to have horrible hitreg, as can having certain netcode commands set very low (there is a reason cl_rate is locked). Adjusting your interp to a low setting usually reveals who still has updaterate and cmdrate at the default setting due to the terrible warping they exhibit versus someone who adjusted their rates (keep in mind servers cap updaterate and rate, often leaving them very low, usually 25 or lower).

    Sandstorm: Developer mode only shows how high FPS "Could" go, not how high they are. It is not possible to get over 100fps. It also varies from person to person how sensitive their sight is, I personally have shoddy vision in one eye and better than normal vision in the other eye. I can't tell the difference in regular television (320x200@60Hz) versus my computer screen (1900x1440@75Hz) in one eye, but can tell if a monitor is running 75 or 60Hz in the other just by glancing at a screen (thankfully in humans both eyes work together, otherwise I'd be quite screwed up in the vision department). Most people cannot tell over 100fps, their eyesight simply isn't sensitive enough. I personally don't notice over 60. I'm sure their are people who can tell 150 from 100, it will simply vary from person to person.
  • kalimxskalimxs Join Date: 2005-04-30 Member: 50543Members
    <!--QuoteBegin-TheAdj+May 14 2005, 11:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ May 14 2005, 11:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sandstorm: Developer mode only shows how high FPS "Could" go, not how high they are. It is not possible to get over 100fps. It also varies from person to person how sensitive their sight is, I personally have shoddy vision in one eye and better than normal vision in the other eye. I can't tell the difference in regular television (320x200@60Hz) versus my computer screen (1900x1440@75Hz) in one eye, but can tell if a monitor is running 75 or 60Hz in the other just by glancing at a screen (thankfully in humans both eyes work together, otherwise I'd be quite screwed up in the vision department). Most people cannot tell over 100fps, their eyesight simply isn't sensitive enough. I personally don't notice over 60. I'm sure their are people who can tell 150 from 100, it will simply vary from person to person. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    err, isn't "wait" at ~200 fps shorter then "wait" at 100 fps?

    it's not about rendering it at all, it just seems to be calculations.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    You're starting to go beyond my personal knowledge. One of the actual developers could better answer exactly what developer mode allows for, but I have been told before that it will not allow FPS to go above 100. Anything more than that will require an explanation from one of them.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    We need a dev's word on this. FPS DID use to affect your game, but normally it SHOULDN'T anymore. The jetpack, for example, had near infinite fuel in 1.04 if you had 100 fps (and was like a long-jump pack for 30fps), but now your FPS shouldn't affect your jetpacking. I'd think blink would have followed the same pattern, but maybe the fact 1.0x blink was not a constant adren drain might explain why this happened.
Sign In or Register to comment.