Got a solution to crashing at every map change, even with multicore enabled
92 replies, posted
This will probably make me sound like an idiot but if I just remove all the multithread commands, will it revert them to their defaults?
If you already executed one of these CFGs once, I'd say go and reset all your TF2 registry settings, better safe than sorry, and it's cleaner anyway
[QUOTE=pawelte1;21346212]Wait, this won't this reset my video settings, launch options in Steam, all of my CFG files and Steam Cloud sync?[/QUOTE]
That's the point, to get rid of EVERYTHING, because most users don't realize how many hidden settings there are.
If you're "pro", then you shouldn't need this.
If you're semi "pro" then you should be able to backup the important stuff and then use this.
If you're a "n00b" then you need this.
[QUOTE=Orkel;21346651]There's a "Disables steam cloud sync for config.cfg" in the reset menu, what will it cause?[/QUOTE]
Config.cfg is saved on Steam's servers. So even if you delete it, it won't reset to default because Steam will just reupload your old one [which is potentially with bad settings].
We've lived without it for years, Im sure we can still live without it.
[QUOTE=AlfieGroove;21347263]Ahh the MotD issues fucking SUCK, I just got Windows 7 and totally reinstalled my computer :v:[/QUOTE]
MoTD can only cause problems if they are HTML. You can disable HTML motd with a simple CVAR [something you can add to your autoexec.cfg]
[b]cl_disablehtmlmotd 1[/b]
[QUOTE=BeefMcGraw;21353343]
MoTD can only cause problems if they are HTML. You can disable HTML motd with a simple CVAR [something you can add to your autoexec.cfg]
[b]cl_disablehtmlmotd 1[/b][/QUOTE]
Mine was more than that, I tried that and it didn't work
Right, my new high_quality.cfg is:
[code]// Extra High Quality Script
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
// Team Fortress 2 Only (Lowers FPS)
cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
//HDR, Distance Viewing
mat_hdr_level 2 //Better HDR.
//(Daimao) VAS HERE
cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
blink_duration 0.3 //How many seconds an eye blink will last.
r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 128 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
snd_pitchquality 1 //1 = High 0= Low
// Other
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1
r_lod 0 //Makes models show up 100% no matter the distance.
r_rootlod 0
mat_force_ps_patch 1 //I have no idea what this does. It seems to affect CP's holograms. You may expirience slightly higher FPS with this.
mat_trilinear 1 //Enables trilinear filtering.
mat_parallaxmap 1
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
mat_motion_blur_falling_intensity 0
fps_max 75
cl_smooth 1
mat_bloom_scalefactor_scalar 1.125
mat_forcehardwaresync 0
echo Extra High Quality Script Executed[/code]
And yes, the .cfg is called high_quality.cfg, and it is in my cfg/custom_scripts folder.
Yeah, same here, disabling HTML MOTDs didn't help back in the day before I discovered the method I'm describing in the OP
[QUOTE=Max of S2D;21353395]Yeah, same here, disabling HTML MOTDs didn't help back in the day before I discovered the method I'm describing in the OP[/QUOTE]
What WAS the problem? All I heard about MOTDs were that sometimes the HTML would crash TF2. The CVAR simply makes the page not load up.
After doing this again, whenever I launch TF2 none of my graphics settings save... like anti aliasing and all that stuff
[QUOTE=AlfieGroove;21353674]After doing this again, whenever I launch TF2 none of my graphics settings save... like anti aliasing and all that stuff[/QUOTE]
If you're using the new Steam UI, Source Tools won't remove your launch options [I have to correct that].
So if you left in your launch options something stupid like "-dxlevel", then that's the reason.
If your resolution is saved, then you just need to stick your settings in autoexec.cfg
[QUOTE=BeefMcGraw;21353627]What WAS the problem? All I heard about MOTDs were that sometimes the HTML would crash TF2. The CVAR simply makes the page not load up.[/QUOTE]
TF2 would crash after displaying the MOTD, no matter if it was plaintext or HTML
[QUOTE=Max of S2D;21353727]TF2 would crash after displaying the MOTD, no matter if it was plaintext or HTML[/QUOTE]
It would only happen after seeing the motd twice, for me
[editline]10:50PM[/editline]
[QUOTE=BeefMcGraw;21353721]So if you left in your launch options something stupid like "-dxlevel", then that's the reason.[/QUOTE]
Yep that was it, thanks. I just do what I'm told :downs:
Not all multithreading commands are unstable. There are four that are safe.
[CODE]host_thread_mode 1 //Forces on multithreading. Defaults to 0.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables[/CODE]
I use these myself, and I don't get instability.
Here's the autoexec I use.
[CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1
tf_allow_player_use 1
// Multithreading (1/4 Life's settings, which he tweaked for stability)
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
//mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
//r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
mat_software_aa_quality 1
mat_software_aa_strength 1
mat_software_aa_strength_vgui 1
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Team Fortress 2 Only (Lowers FPS)
cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
// HDR, Distance Viewing
mat_hdr_uncapexposure 1 //Makes HDR REEEAAAALLLY bright.
mat_force_bloom 1 //Forces light blooming effect.
cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
//(Daimao) VAS HERE
cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
// Field of View settings.
_fov 90
default_fov 90
viewmodel_fov_demo 70
// Rate Settings
//rate 999999999
//cl_cmdrate 101
//cl_updaterate 101
// Flashlight! :D
mat_supportflashlight 1 //0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported
mp_flashlight 1
bind f "impulse 100" // Be sure to change the key if you have already bound F to something else.
// Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
cl_shadowtextureoverlaysize 512
blink_duration 0.3 //How many seconds an eye blink will last.
//r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 256 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
//datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
//mem_max_heapsize 1024 //Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
echo mem_max_heapsize 1024 is commented.
// Other
r_rootlod 0
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1
jpeg_quality 100 //Better quality screenshots with F5.
//mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
mat_motion_blur_falling_intensity 0 // Disables (annoying) falling and forward motion blur.
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1
echo
echo Autoexec.cfg executed!
echo[/CODE]
You'll notice that the potentially unstable multithreading commands are commented. If you uncomment them, you risk crashes whenever you disconnect from a server.
Also, Omolong, that config looks oddly familiar... :cool:
Can someone explain to me why fps_max should be used?
And perhaps also why the configs being posted here have it on 75.
[QUOTE=E-102 Gamma;21362045]Not all multithreading commands are unstable. There are four that are safe.[/QUOTE]
WHY THE HELL WOULD YOU WANT TO USE THREADING COMMANDS WHEN WE NOW HAVE OFFICIAL SUPPORT THAT WORKS PERFECTLY :argh:
Also mat_software_aa_* sucks
[editline]07:36AM[/editline]
[QUOTE=a2h;21362138]Can someone explain to me why fps_max should be used?
And perhaps also why the configs being posted here have it on 75.[/QUOTE]
It's useless for TF2 to render more than x (e.g. 60/75) frames per second (if it can EVER manage to do that. ha. :v:) if your monitor's refresh rate is not higher than x hZ.
[QUOTE=Max of S2D;21362166]It's useless for TF2 to render more than x (e.g. 60/75) frames per second (if it can EVER manage to do that. ha. :v:) if your monitor's refresh rate is not higher than x hZ.[/QUOTE]
So my HP w1907 shows "Recommended Settings: 1440x900 - 60Hz", so I should set fps_max to 60?
Yes, especially if you haven't enabled vertical synchronization. I have enabled both, so capping the FPS may be a bit of a placebo, but still, I would do it nonetheless
[QUOTE=Max of S2D;21353727]TF2 would crash after displaying the MOTD, no matter if it was plaintext or HTML[/QUOTE]
Still get that.
Told you not to use your witty autoexec.cfg anymore :colbert:
Try resetting your options via SourceTools again
Setting your fps_max to your refresh rate will make screen tearing very noticeable. There's more tearing with higher FPS,BUT it happens so quickly and in random places that you barely notice.
fps_max at your refresh rate will make the tears stay in one place longer.
The advantage of fps_max is to give a break to your CPU/GPU.
So if you're getting frame rates variating between 60 and 200 fps, then you can give your CPU/GPU a break by capping your fps to 100. So instead of the CPU/GPU working to give you the 200fps, it will be more relaxed at only giving you 100fps.
Helps keep the PC cooler and also avoids huge dips in FPS which can be noticeable.
It's not an autoexec.cfg. It is a high_quality.cfg.
[code]// Extra High Quality Script
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
// Team Fortress 2 Only (Lowers FPS)
cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
//HDR, Distance Viewing
mat_hdr_level 2 //Better HDR.
//(Daimao) VAS HERE
cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
blink_duration 0.3 //How many seconds an eye blink will last.
r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 128 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
snd_pitchquality 1 //1 = High 0= Low
// Other
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1
r_lod 0 //Makes models show up 100% no matter the distance.
r_rootlod 0
mat_force_ps_patch 1 //I have no idea what this does. It seems to affect CP's holograms. You may expirience slightly higher FPS with this.
mat_trilinear 1 //Enables trilinear filtering.
mat_parallaxmap 1
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
mat_motion_blur_falling_intensity 0
fps_max 60
cl_smooth 1
mat_bloom_scalefactor_scalar 1.125
mat_forcehardwaresync 0
echo Extra High Quality Script Executed[/code]
I'm using this.
[QUOTE=Max of S2D;21362166]WHY THE HELL WOULD YOU WANT TO USE THREADING COMMANDS WHEN WE NOW HAVE OFFICIAL SUPPORT THAT WORKS PERFECTLY :argh:[/QUOTE]
Because there are some things in TF2 that multicore can't buy. For everything else, there's Multithreading.
Basically, there are things that the game doesn't multithread, even if you set it to run multicore via the options menu. Those four settings fix that.
[QUOTE=Max of S2D;21362166]Also mat_software_aa_* sucks[/QUOTE]
That's [I]your[/I] opinion.
I ought to bind a couple of keys to turning it on and off and see if I even notice a difference.
[QUOTE=Omolong;21366788]I'm using this.[/QUOTE]
Use mine instead. It has stable multithreading commands. It also has everything yours has, and [I]then[/I] some. Just be careful with the memory settings. I'm pretty sure they can cause instability if you don't set them right.
[QUOTE=E-102 Gamma;21368268]Because there are some things in TF2 that multicore can't buy. For everything else, there's Multithreading.
Basically, there are things that the game doesn't multithread, even if you set it to run multicore via the options menu. Those four settings fix that.[/QUOTE]
They don't. :colbert:
The only thing they ever did with the CPUs I tested them with (AMD 64 X2 4200+, Intel Q8200) made the game crash.
[QUOTE=Max of S2D;21368852]They don't. :colbert:
The only thing they ever did with the CPUs I tested them with (AMD 64 X2 4200+, Intel Q8200) made the game crash.[/QUOTE]
So you tested these four commads? ONLY these four? These four commands are stable, and the rest aren't. That's what I've been trying to tell you. I use them myself and I don't get instability, but I [I]do[/I] get a nice little FPS boost.
[CODE]host_thread_mode 1 //Forces on multithreading. Defaults to 0.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables[/CODE]
Btw, my processor is an FX-60 (dual core).
Reason you don't get instability Gamma, is because you are on XP, while me and Max are on 7.
[QUOTE=Omolong;21369780]Reason you don't get instability Gamma, is because you are on XP, while me and Max are on 7.[/QUOTE]
Oh. : \ Well, good to know.
I just wish someone would have said so sooner.
[QUOTE=E-102 Gamma;21369708][CODE]host_thread_mode 1[/CODE][/QUOTE]
You can't get a FPS boost with that one as it's for running a listen server on another core :downs:
Isn't it something like FPS above 60 isn't even noticeably visible by the human eye? I don't know if that's true it's just a fact in my brain for some reason
[QUOTE=AlfieGroove;21383440]Isn't it something like FPS above 60 isn't even noticeably visible by the human eye? I don't know if that's true it's just a fact in my brain for some reason[/QUOTE]
80-something actually, but most people don't notice anything above 60 even if the brain registers it.
You may not [b]visually[/b] notice a difference between a video of 80fps and 200fps, especially since most monitors only draw 60-75 full frames per second*, but you'll [b]feel[/b] the difference in a shooter game.
*[i]Tearing on your monitor is when it's drawing fractions of different frames. When you're running at 180fps on a 60hz monitor, your monitor will draw 3 fractions of 3 frames, each frame slightly different, so you'll see tearing.[/i]
Your keyboard/mouse inputs won't show on the monitor until the next frame.
At 80fps, the visual confirmation of your movements/actions will be delayed [b]up to[/b] 12.5ms [1000ms/80].
At 200fps, the that delay will be 5ms [1000ms/200].
Negligible difference, but you can really really feel is when you're dropping under 60fps.
So, at 30fps, the delay will be 33.3ms. [b]Now that delay is what makes 30fps feel sluggish[/b].
[QUOTE=BeefMcGraw;21384910]*[i]Tearing on your monitor is when it's drawing fractions of different frames. When you're running at 180fps on a 60hz monitor, your monitor will draw 3 fractions of 3 frames, each frame slightly different, so you'll see tearing.[/i].[/QUOTE]
Reminds me of when I accidentally overheated my graphics card and as it got hotter the top and bottom pixel of every frame stuck where it was. Fun to watch though.
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