fps


(Haohmaru) #1

hi, i have a problem with my computer

its like… what ever i will change, it wont have any difference on my fps, its still the same as it was

for example
i standed in one place that my fps drops below my vsync limit (75)
and it shows ~62
now im trying to change some variables…
first r_picmip, biggest difference in view, changng from 0 to 3, vid restart
and guess what still ~62…
ok changing colorbits/texturebits/depthbits/subdivision, everything i could think of (long list), i even try to change the resolution from 1024x768 to 640x480 !
and gues what ?! still ~62, when i change my sight i have different fps (for example 75 constant in most places)

now wtf is going on with my pc ?
i understand that some variables could not have effect on my fps, but changing resolution ?!

athlon 2400+
1 gb ddr
radeon 9800 np
epox 8rda+


(petlion) #2

type \com_maxfps 100 then see what happens,

you prob have it capped at 62


(Kendle) #3

Or your monitor’s refresh rate is set at 60 and you have vsynch enabled.


(next_ghost) #4

I have completely the same problem. Whatever I do I can’t change anything on my fps. If I look at the ground, I get over 70fps but when I look forward on maps like Wurzburg radar, I have under 30 and can’t do ANYTHING about it. No matter what I do (changing resolution, color depth, any cvar with r_ prefix), my framerate is always the same. Seems like an ATI related bug. Radeon 8500 on Celeron 1.8GHz.


(squadjot) #5

r_swapinterval “0”
com_maxfps “125”


(CM..Punk) #6

I just tried that com_maxfps thing… didn’t do anything. My frames always stick at 60, or 30 outdoors on Radar, no matter what computer I’m on or what settings I use. Getting higher than 60 is a myth!


(Haohmaru) #7

my problem isnt refresh rate (its 75) and my fps is at 75(vsync) but in many places i have drops to 40 sometimes even, my 62 fps was just an example that no matter what i do with ET its still the same in this one place…


(DG) #8

While testing, make sure to disable vsync in advanced display settings, and set /com_maxfps 0 , there’s no point leaving them on and trying to figure out whats going on, it just confuses things.

chances are its cpu though, game is mostly cpu bound if you have a half decent vid card, which is why there usually isnt all that much FPS improvement when making significant tweaking while using a reasonably quick graphics card. Changing resolution and seeing if FPS remains constant is a common “rule of thumb” trick to help decide on upgrade options - if FPS stays same, probably cpu is bottleneck, if it changes a lot, it’s probably video card.

That said, if you’re using catalyst 4.1 drivers, try 4.2 (though some say 3.7 / 3.8 are the fastest) or the omega equivalent. 4.1 release notes state a known bug with performance in enemy territory.


(next_ghost) #9

OH MY GOD!
VSYNC disabled 64048016@100+Hz lowest detail possible com_maxfps 72 Wurzburg radar looking from the truck to Axis spawn thru destroyed main entrance - 25fps
VSYNC disabled 1600120032@75Hz max details possible com_maxfps 72 Wurzburg radar looking from the same place - 23fps!!!
Celeron 1.8GHz, Radeon8500LE 128MB VRAM, 256MB RAM DDR266, Seagate Barracuda 7200RPM HDD.
Can u say anything about this???!!!


(Sick Boy) #10

I can say that you prolly have a CPU/mem bottleneck and that’s why changing res & detail doesn’t help much but still you should get more.

Your celeron is a housemother’s cpu tbh :smiley:

But check for spyware & stuff if you have that they always slow down your PC considerably.


(next_ghost) #11

But why does Jedi Academy or Max Payne 2 which look much more complex run damn much faster than ET?! And CPU/memory bottleneck sounds pretty like stupid code design that completely ignores all CPU/memory load decreasing technologies!


(Domipheus) #12

ET is more of a CPU hog than graphics.

most graphic commandsn eed to be set in the etconfig.cfg of the profile u load and then main one in etmain for it to take effect


(next_ghost) #13

But u have to set the graphic commands only once on loading and OpenGL keeps them until they’re changed again! And why doesn’t ET just put all it can to graphics memory and then use it with simple commands from CPU using just a few numbers (it’s called “display list”)? It’s a very succesfull technology for decreasing CPU/memory load especially when u draw something that never changes (like a BSP world used in ET engine). And that’s what we all have problems with!


(Domipheus) #14

But u have to set the graphic commands only once on loading and OpenGL keeps them until they’re changed again! And why doesn’t ET just put all it can to graphics memory and then use it with simple commands from CPU using just a few numbers (it’s called “display list”)? It’s a very succesfull technology for decreasing CPU/memory load especially when u draw something that never changes (like a BSP world used in ET engine). And that’s what we all have problems with!

You dont know what your talking about, just leave it :slight_smile:


(next_ghost) #15

What do u mean by “CPU hog” if not this? Complex collision algorithm? Max Payne 2 has faaaaaaar more complex ones and runs faster on my machine in full detail. Complex animations/player status? Jedi Academy has faaaaaaar more complex ones and runs even faster on my machine than Max Payne 2. Anyway, what I have problems with is rendering open areas (even without players) so the problem is about what I wrote in previous post. And in both Max Payne 2 and Jedi Academy, I have no problem with it.


(Domipheus) #16

do those games have an experience system that understands good skill in getting to objectives, sneaking by players.
do those games have multiple objectives
do those games have constructable objects
do those games have complex spline paths for movable objectx
do those games have command maps
do those games have a sophisticated sound system for updating the player on whats going ong
do those games log every single bullet fired, log where it lands, accuracy, and compile in-game stats on who is performing best.

I think u will find ET is a hell of a lot more complex.

When i mean CPU intiensive, i dont mean gfx…


(Kendle) #17

ET doesn’t have this either. :wink:

It has an experience system but it simply awards points for functions performed. There’s no calculation involved to determine the “skill” required to perform that function or it’s importance or relevance to the team effort.


(Domipheus) #18

Domi wrote:
do those games have an experience system that understands good skill in getting to objectives, sneaking by players.

ET doesn’t have this either.

It has an experience system but it simply awards points for functions performed. There’s no calculation involved to determine the “skill” required to perform that function or it’s importance or relevance to the team effort.

Right, so what function is going round the side of a building rather than going through it? I think you will find XP is awarded for a hell of a lot more things than you expect.


(Kendle) #19

Such as? Battlesense maybe? That’s only awarded for staying alive for a certain amount of time and dishing out damage whilst doing so. It makes no account of the “skill” required to do so and you can earn just as much Battlesense fighting enemy on a strategicly unimportant part of the map as you can anywhere else.

XP is a points system, nothing more, nothing less. Don’t endow it with AI like attributes because it doesn’t have any.

EDIT: I really don’t want to hyjack another thread with my thoughts on the XP system, I just wanted to make the point that XP doesn’t use any overly complex AI-like algorithms, so can’t be entirely blamed for the drain on CPU cycles, although ET certainly is a CPU intensive game, more so than others mentioned in this thread.


(bubba g) #20

Kendle is totally right here. Off the top of my head I think it goes:

Damage an opponent - stay alive 30 secs - 2xp
Take damage from an opponent -stay alive 30 secs - 5xp
Take and receive damage - stay alive 30 secs - 8xp