• I have steady FPS in games, but still get 'choppy' gameplay.
    6 replies, posted
Recently I've noticed that my gameplay is getting choppy. For example, I get around 120-160fps in CS:GO, but when I'm playing it the gameplay doesn't feel smooth. When I record footage with fraps the video is smooth and steady. What can be the problem?
What's the refresh rate of your monitor?
How are you viewing the footage from fraps? If you're viewing it raw or converting it in something basic like virtualdub or avidemux, then fair enough. If you're converting it in something like Vegas or Premier Pro, they'll often silently fill in the missing frames and generally fix the timing of it, and may also add motion blur Also if we're talking stutter, fps means very little compared to eg maximum frame time
What are your system specs? Sounds like microstutter to me
This is the monitor I'm currently using: [url]http://www.samsung.com/us/computer/monitors/LS23B550VSY/ZA-specs[/url] The fraps footage I watch is raw. Meaning I go to the file and open it in VLC. And this is from speccy: [IMG]http://puu.sh/hvbLq/76faaea150.png[/IMG]
First, let's get the terminology straight: Are you talking about stutter or [url=http://en.wikipedia.org/wiki/Screen_tearing]screen tearing[/url]? The latter is fixed by vertical synchronisation. As for stutter: Even if your game is rendered at 120 fps, that's only an average. It could mean that during the time that single average is measured, half your frames are rendered at 10 fps and the other half is rendered at 230 fps, averaging out to 120 fps. This is what's generally known as microstutter. I believe FRAPS' benchmark function can measure individual frame times, you might wanna check that out. You don't see this in recordings because when you watch a video, the recorded frames are played back at a perfectly consistent rate regardless of how variable the frame rate was when the frames were being generated by your GPU. Another reason why 60fps gameplay video seems much more fluid than actually playing a game at 60fps is that it's not interactive - you can't feel the game's delay in reacting to your inputs, you're just passively watching.
[QUOTE=DrTaxi;47627340]First, let's get the terminology straight: Are you talking about stutter or [url=http://en.wikipedia.org/wiki/Screen_tearing]screen tearing[/url]? The latter is fixed by vertical synchronisation. As for stutter: Even if your game is rendered at 120 fps, that's only an average. It could mean that during the time that single average is measured, half your frames are rendered at 10 fps and the other half is rendered at 230 fps, averaging out to 120 fps. This is what's generally known as microstutter. I believe FRAPS' benchmark function can measure individual frame times, you might wanna check that out. You don't see this in recordings because when you watch a video, the recorded frames are played back at a perfectly consistent rate regardless of how variable the frame rate was when the frames were being generated by your GPU. Another reason why 60fps gameplay video seems much more fluid than actually playing a game at 60fps is that it's not interactive - you can't feel the game's delay in reacting to your inputs, you're just passively watching.[/QUOTE] Considering he's talking about his FPS I feel like it's pretty safe to assume he's getting microstutters.
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