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View Full Version : Locked 30fps in demo despite com_unlockfps


Echo
09-11-2007, 02:27 AM
I've also tried com_unlock_maxfps and com_unlock_timingmethod (all 3).

What gives? Sure I had 60+ in the previous betas.

Aiming is horrible at this framerate :s

System:
EVGA 680i SLI / Core 2 E6600 @ 3ghz / BFG 8800 GTS (Forceware 163.44) / 4gb G.Skill DDR

Zeldor
09-11-2007, 02:38 AM
You set maxfps to '3'?

Maestro_AKQ
09-11-2007, 02:52 AM
I tried the "seta com_unlockFPS 1" and mine stays at 30 FPS. I guess I don't have the system to go over that. That's with everything as low as it can go. I tried turning the settings up and it crushed my system.

Greywhind
09-11-2007, 02:55 AM
com_unlock_maxFPS set to 3 would be your problem. you want to set that to something that's a multiple of 30, like 60 or 90.

reyalp
09-11-2007, 03:09 AM
Also, you have to play online for the unlock to work. Hosting a local bot game or just sitting in the menu, you will be stuck at 30.

If you want a local game with unlocked FPS, you'll have to run both a dedicated server and the client executable on your machine.

GreasedScotsman
09-11-2007, 03:11 AM
First, make sure vsync is disabled:
seta r_swapInterval "0" // VSYNC CVAR

Next, you want:

com_unlockFPS - this is the master cvar. If you do not set this to '1' then it will never attempt to exceed 30fps.

com_unlock_timingMethod - this selects one of three timing methods for unlocked frames:

0: This will try rendering another frame whenever it estimates it has enough time left for rendering before the next game frame is done. This will give you the highest possible framerate, however it can lead to frame "bunching". To many (including myself) this feels really jerky - 200fps in the best case is no good if its regularly dropping to 60fps.

1: This is similar to method 0, but instead of squeezing in rendering whenever it can it tries to space them at even multiples of 30fps. This is a slight improvement over method zero in terms of smoothness, but sacrifices some FPS.

2: This is the same as method 1, but instead of estimating if it can fit another rendering frame using only the render time estimate it estimates using the total time of game + renderer. Hypothetical explanation: Lets say the time between two game frames was meant to be 10ms. Game + render time takes 5ms, leaving 5ms left. Rendering only took 2.5ms. Method zero would then render two more graphical frames before the next game frame - in effect feeling like the game should be running at 400fps but dropping a frame every 10ms, giving it a jerky feel. With this method it would only draw a single extra frame so it wouldn't feel sporadic. You'd only get 200ms however.

com_unlock_maxFPS - this only does anything if com_unlock_timingMethod is set to 1 or 2. This limits the maximum fps your PC will try to achieve. This will be rounded to the next lowest multiple of 30 - eg if you set this to 59 it will in effect be treating the maximum as 30. This helps to control the fluctuation sometimes prevalent.

http://community.enemyterritory.com/forums/archive/index.php/t-2042.html

Brandmon
09-11-2007, 03:22 AM
I have the same problem. I was testing in an empty server and I was getting 50_60 FPS when unlocked. I did seta com_maxFPS 60 and seta com_timing method 2. But when I gone to a fileld server it dropped to 30.

I don't think players half my FPS :/
Help!

Mikami
09-11-2007, 04:01 AM
did you set Single Display Performance Mode in the nvidia control panel? also there are new beta drivers out 163.67. For me com_unlock_timingmethod "0" works best

Brandmon
09-11-2007, 04:05 AM
I have Single Monitor option ticked and updated my drivers before playing the demo. Will try the Timingmethod 0 once I play QW again.

Bluestick
09-11-2007, 04:07 AM
how do u guys get to the console thing? were do u type all that code in to?

DeathDealer
09-11-2007, 04:21 AM
Ctrl + Alt + ~

Echo
09-11-2007, 12:24 PM
Ah, turns out it was indeed because I was testing in a local bot game. Online I get 60fps, not my preferred refresh rate (72) but it's a start!

Cheers all.