Framerate Help
fr8o
Join Date: 2003-11-09 Member: 22411Members
in Tech Support
Ok I have a brand new 3ghz 800fsp, an ati 9800xt, 1gb of pc4000, a audigy 2 ZS, running a brand new install of xp pro on a 200gb 7200rpm drive, just installed half-life, and updated everything why is it that when I play tfc I have a 72 fps and it sits there (note this is all read from netgraph setting 4) but when I play natural selection it changes constantly between 18 and 32, and anywhere in the middle help.....
Comments
off vsync(check the forum)
and use net_graph 1 instead as 3/4(wth is 4) take up too much resource
NORMALLy, by ur system spec, u should constantly get 99/100 fps
and wad is screen tearing?
its openGL, sticks at max 60.
read the stickieds on how to fix it
(roob's, its in roob's on the first page)
If you have an ATi card, try to force tripple buffering as this will give you the useful aspects of turning off vertical sync(the framerate is not locked to the refresh rate divided by a positive integer) without the drawback(horrible, ugly, hideous frametears that totally drive me nuts if I have the missfortune of playing something that turns of the vsync without me being able to stop it). If your refresh rate never goes above 72 then it is likely that your monitor is running at a higher refresh rate, set fps_max to match your refresh rate or above(this is the maximum frames per second half-life will attempt to render).
fps_modem is antiquated and no longer does anything, but if you need a placebo you can try fiddling with it <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->.
hyppic this is a known bug in windows NT based operating systems(windows 2000 and windows XP most notably), it tries to default to 60 Hz in openGL(which flickers, as badly as a television, if you are using a CRT monitor). There are several third party programs that allow you to get around this bug. I am using "nvidia refresh rate fix mkII", refresh lock is another nice proggie.
btw, you don't need to use net_graph to display your framerate if thats all you are interested in. A much nicer command is cl_showfps 1. If you wan't to see the number of w_poly's and e_poly's (world and entity polygons) as well as framerate, then you can use r_speeds 1 in the console, but you need to run in developer mode (developer 1) and your console will be spammed full with "85 fps 530 w_poly 4230 e_poly" type messages <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->.
its openGL, sticks at max 60.
read the stickieds on how to fix it
(roob's, its in roob's on the first page) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
that is wrong. he has vsync on. turn off your vsync, force it off in your driver control panel, then make sure the maxfps is 999 and they will def go above it.
If you have an ATi card, try to force tripple buffering as this will give you the useful aspects of turning off vertical sync(the framerate is not locked to the refresh rate divided by a positive integer) without the drawback(horrible, ugly, hideous frametears that totally drive me nuts if I have the missfortune of playing something that turns of the vsync without me being able to stop it). If your refresh rate never goes above 72 then it is likely that your monitor is running at a higher refresh rate, set fps_max to match your refresh rate or above(this is the maximum frames per second half-life will attempt to render).
fps_modem is antiquated and no longer does anything, but if you need a placebo you can try fiddling with it <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->.
hyppic this is a known bug in windows NT based operating systems(windows 2000 and windows XP most notably), it tries to default to 60 Hz in openGL(which flickers, as badly as a television, if you are using a CRT monitor). There are several third party programs that allow you to get around this bug. I am using "nvidia refresh rate fix mkII", refresh lock is another nice proggie.
btw, you don't need to use net_graph to display your framerate if thats all you are interested in. A much nicer command is cl_showfps 1. If you wan't to see the number of w_poly's and e_poly's (world and entity polygons) as well as framerate, then you can use r_speeds 1 in the console, but you need to run in developer mode (developer 1) and your console will be spammed full with "85 fps 530 w_poly 4230 e_poly" type messages <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
its not a bug, why do you think microsoft never has fixed it <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
It is a bug. I don't care if microsoft wishes to call it a feature or something but it has troubled thousands of users with unnecessary problems, such a 'feature' is indeed a bug.
XP and 2000 used to have an equivalent bug with direct X, it defaulted to 75 Hz refresh rate when switching to full screen direct X. That bug got fixed in service pack 1 for XP(now it tries to use the desktop refresh rate, if it is not available at that resolution it tries to use 75 Hz), but the problem still remains for opengl, how could that be? Windows 98 and even millenium edition and windows 95 tries to use an 'optimal' setting for the refresh rate, it does things in a much better way and does not try to strong arm you into using 60 Hz refresh rate in openGL. The only way around it is to edit your registry to mark only the refresh rates you wish to use as 'safe' or if you are using a monitor .inf file you can edit that in an equivalent way, or you can use programs that run in the background and actively force a certain refresh rate. All these solutions are slightly technical and the average user wouldn't figure out that windows itself is the cause of the problem, this warrants calling the problem a bug.
(As for why they haven't fixed it, hint: Microsoft is sort of behind directX(all though they bought it at first) would they do anything to benefit openGL, a competing standard?)
No you are wrong. I will say this once again, allthough I have said it a hundred times before. Now in all-caps, size 7, friendly purple, italic, bold letters.
<i><b><span style='font-size:14pt;line-height:100%'><span style='color:purple'>TURNING OF VSYNC WILL NOT ALLOW YOU TO ACTUALLY SHOW MORE FRAMES PER SECOND THAN YOUR MONITOR CAN DISPLAY, IF YOUR MONITOR IS STILL WORKING AT 60 Hz, 60 FRAMES PER SECOND IS ALL YOU GET, IT IS ALL IT CAN DISPLAY. ALL THAT TURNING OFF VSYNC ACCOMPLISHES IS TO ALLOW YOUR GRAPHICS CARD TO RENDER FRAMES AS FAST AS POSSIBLE AND NOT CARE IF THEY ARE EVEN SHOWED AND IT WILL RESULT IN HORRIBLE FRAME TEARS AND DOES NOTHING TO FIX THE FLICKERING, EYE-STRAINING, HORRIBLE 60 Hz REFRESH RATE. EVEN IF YOU FOR SOME INSANE REASON WANT TO TURN OFF VSYNC YOU SHOULD FIX THE 60 Hz BUG IN WINDOWS XP AND WINDOWS 2000!!1!1111111111. THE REASON HALF-LIFE SAYS YOU HAVE 100 FRAMES PER SECOND EVEN THOUGH ONLY 60 CAN BE SHOWN IS THAT THE GRAPHICS CARD RENDERS 100 FRAMES PER SECOND AND THE HALF-LIFE ENGINE IS RUNNING AT 100 FRAMES PER SECOND. CLEAR??++</i></b></span></span>
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
The only way these issues will be solved is if those with them go and post up details to make ATI aware of how far the issue has gone:
<a href='http://www.rage3d.com/board/showthread.php?threadid=33718666' target='_blank'>http://www.rage3d.com/board/showthread.php...readid=33718666</a>
A quick search of the forum would have shown you previous threads that cover some of the issues:
<a href='http://www.unknownworlds.com/forums/index.php?act=Search&CODE=show&searchid=1862017b3ae2060dfebdb6bf18aa5ff9&search_in=posts&result_type=topics&highlite=ati+9800' target='_blank'>http://www.unknownworlds.com/forums/in...ghlite=ati+9800</a>
Personally I also have this problem - there is no solution and I will have to live with fps between 5 and 30 if I want to use my 9800 Pro card to game with. So far ATI is keeping quiet on whether its fixable or not.
It is not a half life engine issue.
Update: please use the catalyst bug feedback feature to let ATI know the issue exists. If you don't log it then it will never be addressed:
<a href='http://apps.ati.com/driverfeedback/' target='_blank'>http://apps.ati.com/driverfeedback/</a>
Steam will fix ATi drivers <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->. Somehow I doubt it.