Spooky Frame Info


(spookify) #1

As many of you know I have stopped QQ’ing about Spread and now “Mostly” been QQ’ing about Frames, Frame Lag, Frame Loss and so on.

I had some time tonight so I popped in a server and took some screen shots. As some of you may have read I said this patch reduced my frames either because of the launcher being open or something SD did… WELL I know take that back… I do not think anything has changed however what through me off was the number of people in a server… As many are aware and its finally sinking into me is that people in a server Kills and I mean kills performance.

I have 3 screen shots to share and they are very simple. (I wish I had 6 to show a full server and the difference)

All screen shots are the same CFG… A standard low 1080 CFG with a few odd tweaks but mostly standard.

#1
ONE FRAME LAG “OFF”



As you can see I averaged 200 FPS but in a fire right or running around it would dip to 150ish or even lower… Large fire fights in a full server I saw 90 once or twice in a large mess and everything was blocky.

#2
ONE FRAME LAG “ON”



As you can see I am in the same spot and I did was flip “ON” one frame lag… Thats a 157 FPS Boost! Crazy!!! WTF!!! (For some reason its capped at 357… huh? SD?

#3
ONE FRAME LAG “ON” (One person Shooting and Strafing)



I asked Khrode to shoot and strafe because I wasnted to see what the animation and tracers did to my FPS… As you can see I lost 74ish frames! I took many screen shot and the average drop was around 50 Frames… Still that 40 - 75 frames LOSS, gone just by one person shooting at you… Odd I think…

OH Yes! I also noticed that my Frames are capped at 357 FPS!! WTF… I will try to unlock this but I thought it already was… Odd…

EDIT:

I just went in to the CFG and Edited
bSmoothFrameRate=True
MinSmoothedFrameRate=144
MaxSmoothedFrameRate=456


Side Note:
With One Frame Lag “ON” even though I got more frames I felt like I didnt have pin point accoracy on a merc… It almost felt like I or my crosshair was floating over the merc…


(PixelTwitch) #2

Hey dude…
I am sure one of the devs can give you more info but I will try and kick things off…

Ok, first, One Thread Frame Lag.
This really breaks into 2 sections.
1, Higher Frame Rate
2, Higher Input lag

Whilst both of these points are linked by the very nature of what the option does I will try and break them down separately. I believe that I am correct in what I am about to say and if not it will only be off by a little bit. One Thread Frame Lag is basically exactly what the option says… It pre renders frames and so is always one frame behind. The advantage to this is that during the times where a GPU would normally need to wait before rendering the next image, it no longer needs to. This means the GPU can produce more frames in the same amount of time than it would do if it was working on the latest frame where it would need to wait. So, you get a higher frame rate and in theory a smoother experience. Now, The issue with this is stuff like input lag and accuracy of the display you see compared to the current state of the game. The engine needs to wait until the next frame is rendered until it shows you the the current frame. Hence its a full cycle behind (I actually believe it ends up being closer to two cycles behind). However, since a frame is going to be displayed a full 1 or 2 frames later than normal you end up lagging behind the full latency wall (mouse, game, rendering, signal processing and screen response.) twice. So that 8.3ms you would think you was waiting for due to render times actually turns into something closer to 30 - 40ms after everything is said and done.

Different people have different tolerances to input lag and most of the time its almost completely biology based. Some people will never notice a 30-40ms delay no matter how hard they try to focus on it. Some people notice it much lower and due to this inconsistency between what people feel we end up with the arguments about mouse/input lag with some people saying its there and other people saying its not.

So, once you turn off One Thread Frame Lag. You often end up with only a few ms delay over the render time. Monitors often claim a 1ms response time but this is not entirely true. That is just the time it takes to switch pixels once it knows what it is doing. prior to that the monitor needs to decode the image and stuff that like. I would say the average 144hz gaming monitor actually has closer to 7ms delay. The top of the line monitors (Asus Rog Swift) has around 4ms on average. So for the sake of arguments lets say when all is said and done it is likely around 15-20ms. However, you lose frame rate so you end up in a simple frame rate vs lag predicament. Still to this day I switch between them all the time because neither are perfect.

Ok, so lets talk about the frame rate dips when playing and people are on the server. This is mainly due to the fact the game is client side but there are other reasons that would take a long time to try and explain. The basics are, your computer does a lot more calculations than it would do on a server side game. Simple things like tracers, animations, hud/ui and much much more. I would also assume that the client is dealing with deployable stuff as well rather then have them run on the server. Some of these things COULD be handed over to the server but it would then require higher bandwidth and better servers so would come at a rather big cost. Also, we end up with delays in things that feel rather instant now. I would imagine when SD start optimising they will make everything much better (at least I hope).

Finally, The frame rate limit.
So as you mentioned its currently at 357. I have no real idea why that would be the number they selected other then maybe because its 6x the limit as the standard unreal engine. When it comes to a frame rate limit there are multiple issues to take into consideration. Things like Tick Rate, Diminishing Returns, Syncing and so much more once again. Most unreal engine games limit to around 62fps but yet feel smoother and more instant when it comes to moving the mouse than Dirty Bomb does (look at MoH, Mass Effect 2/3 and Hazard Ops for good examples of responsive low fps games). I have no real idea why this would be the case but I do know that having a predictable frame rate makes the development much easier and predictable. If the client is only sending data at a 60hz tick rate at 357fps you are processing 6x more data than the server needs/wants. I do not know how DB handles this currently but it is likely the reason behind stuff like the Join/Connect lag and many other movement and animation based issues. I would personally accept a much lower capped framerate if it ment we could play SMOOTHLY at 120ish FPS and reduce many of the bugs. However I feel thats just me.


(INF3RN0) #3

I’ve always capped my FPS at 125. Anything more has always been overkill to me.


(fzl) #4

hmmm…

i have all graphic settings set to “false” and my texture group is restricted to lod size 64max…

The character details are set to “high” the rest to “low” and "one frame lag to “on”

My fps are stable between 250 and 350 and that is ok 4 me… i have more problems with my screen resolution its crazy to find the right one…

1920 full hd is awesome but i cant hit with this… now i play 1680/1080 at my new tft 24inch asus…

the next one is the right sens…!! its a big trouble to find the right sense between lower and faster mercs…and i play “all” mercs (without sniper,redeye and rhino…this mercs are too stupid)…

And ok… i test atm some network tweaks…

Next one is… you can completely remove all textures from all maps with programs like “nvidia inspector” …there are some players in this game they used that…

Hope sd restricted network and texture tweaking in the future…!

here are my config file:


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Suppress=Inventory
Suppress=Localization
Suppress=LocalizationWarning
Suppress=PlayerManagement
Suppress=PlayerMove
Paths=..\..\ShooterGame\Content
Paths=..\..\ShooterGame\__Trashcan
LocalizationPaths=..\..\ShooterGame\Localization
SavePath=..\..\ShooterGame\Save
SeekFreePCPaths=..\..\ShooterGame\CookedPC
SeekFreePCExtensions=xxx

[Engine.Client]
DisplayGamma=2.2
MinDesiredFrameRate=35.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1

[WinDrv.WindowsClient]
AudioDeviceClass=XAudio2.XAudio2Device
MinAllowableResolutionX=0
MinAllowableResolutionY=0
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=0
MaxAllowableRefreshRate=0
ParanoidDeviceLostChecking=1
AllowJoystickInput=0
UseRawMouseInput=0

[XAudio2.XAudio2Device]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
WorkAroundXDKRegression=TRUE

[ALAudio.ALAudioDevice]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
//DeviceName=Generic Software

[Engine.Player]
ConfiguredInternetSpeed=25000
ConfiguredLanSpeed=20000
PP_DesaturationMultiplier=1.0
PP_HighlightsMultiplier=1.0
PP_MidTonesMultiplier=1.0
PP_ShadowsMultiplier=1.0

[IpDrv.TcpNetDriver]
AllowDownloads=True
AllowPeerConnections=True
AllowPeerVoice=False
ConnectionTimeout=30.0
InitialConnectTimeout=90.0
ConnectionIssueTimeout=1.5
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=25000
MaxInternetClientRate=25000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=22.0
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
NetConnectionClassName=IpDrv.TcpipConnection

[IpDrv.ServerQueryDrvUDP]
ServerQueryPort=7877
MaxQueriesPerSecond=10
ServerQueryProtocolClassPath=SDEngine.SDServerQueryProtocolUDP

[IpServer.UdpServerQuery]
GameName=ut

[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777

[TextureStreaming]
MinTextureResidentMipCount=7
PoolSize=160
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=TRUE
LoadMapTimeLimit=20.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.04
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128
BoostPlayerTextures=3.0
TemporalAAMemoryReserve=4.0

[StreamByURL]
PostLoadPause=6.0

[UnrealEd.EditorEngine]
LocalPlayerClassName=ShooterGame.SGLocalPlayer
bSubtitlesEnabled=True
GridEnabled=True
SnapScaleEnabled=True
ScaleGridSize=5
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FOVAngle=90.000000
GodMode=True
AutoSaveDir=..\..\ShooterGame\Autosaves
InvertwidgetZAxis=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
Client=WinDrv.WindowsClient
CurrentGridSz=4
bUseMayaCameraControls=True
bPrefabsLocked=True
HeightMapExportClassName=TerrainHeightMapExporterTextT3D
EditorOnlyContentPackages=EditorMeshes
EditorOnlyContentPackages=EditorMaterials
EditorOnlyContentPackages=EditorResources
EditPackagesInPath=..\..\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=AkAudio
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks
bBuildReachSpecs=FALSE
EditPackages=SubstanceAir
EditPackages=SubstanceAirEd
bGroupingActive=TRUE
bCustomCameraAlignEmitter=TRUE
CustomCameraAlignEmitterDistance=100.0
bDrawSocketsInGMode=FALSE
bSmoothFrameRate=FALSE
MinSmoothedFrameRate=5
MaxSmoothedFrameRate=120
FarClippingPlane=0
TemplateMapFolders=..\..\ShooterGame\Content\Maps\Templates
EditPackagesOutPath=..\..\ShooterGame\Script
FRScriptOutputPath=..\..\ShooterGame\ScriptFinalRelease
EditPackages=SDEngine
EditPackages=SDPCEngine
EditPackages=SDPS3Engine
EditPackages=SDEditor
EditPackages=ShooterGame
EditPackages=ShooterEditor
EditPackages=ShooterGameContent
InEditorGameURLOptions=

[UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes
PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineFonts
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
PackagesToBeFullyLoadedAtStartup=ShooterMapTemplateIndex

[Engine.DataStoreClient]
GlobalDataStoreClasses=Engine.UIDataStore_Strings
GlobalDataStoreClasses=Engine.UIDataStore_GameResource
GlobalDataStoreClasses=Engine.UIDataStore_Fonts
GlobalDataStoreClasses=Engine.UIDataStore_Registry
GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
PlayerDataStoreClassNames=SDEngine.SDOnlineGameSession
PlayerDataStoreClassNames=SDEngine.SDOnlineGameSearch

[DevOptions.Shaders]
AutoReloadChangedShaders=True
bAllowMultiThreadedShaderCompile=True
bAllowDistributedShaderCompile=False
bAllowDistributedShaderCompileForBuildPCS=True
NumUnusedShaderCompilingThreads=1
ThreadedShaderCompileThreshold=1
MaxShaderJobBatchSize=30
PrecompileShadersJobThreshold=40000
bDumpShaderPDBs=True
bPromptToRetryFailedShaderCompiles=True

[DevOptions.Debug]
ShowSelectedLightmap=False

[StatNotifyProviders]
BinaryFileStatNotifyProvider=true
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=true
PIXNamedCounterProvider=false

[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000

[RemoteControl]
SuppressRemoteControlAtStartup=False

[LogFiles]
PurgeLogsDays=3
LogTimes=True

[AnimationCompression]
CompressCommandletVersion=2	// Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
TranslationCompressionFormat=0
RotationCompressionFormat=1
AlternativeCompressionThreshold=1.f
ForceRecompression=False
bOnlyCheckForMissingSkeletalMeshes=False
KeyEndEffectorsMatchName=IK
KeyEndEffectorsMatchName=eye
KeyEndEffectorsMatchName=weapon
KeyEndEffectorsMatchName=hand
KeyEndEffectorsMatchName=attach
KeyEndEffectorsMatchName=camera

[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false

[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0
LanPacketPlatformMask=1

[OnlineSubsystemLive.OnlineSubsystemLive]
LanAnnouncePort=14001
VoiceNotificationDelta=0.2

[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=100

[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=100

[CpuUsage]
SamplingRate=250

[LiveSock]
bUseVDP=True
bUseSecureConnections=true
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256
SystemLinkPort=14000

[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Animation Memory
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Decal Vertex Memory
LD=Decal Index Memory
LD=Decal Interaction Memory
MEMLEAN=Virtual Memory Used
MEMLEAN=Audio Memory Used
MEMLEAN=Animation Memory
MEMLEAN=FaceFX Cur Mem
MEMLEAN=Vertex Lighting Memory
MEMLEAN=StaticMesh Vertex Memory
MEMLEAN=StaticMesh Index Memory
MEMLEAN=SkeletalMesh Vertex Memory
MEMLEAN=SkeletalMesh Index Memory
MEMLEAN=Decal Vertex Memory
MEMLEAN=Decal Index Memory
MEMLEAN=Decal Interaction Memory
MEMLEAN=VertexShader Memory
MEMLEAN=PixelShader Memory
GameThread=Async Loading Time
GameThread=Audio Update Time
GameThread=FrameTime
GameThread=HUD Time
GameThread=Input Time
GameThread=Kismet Time
GameThread=Move Actor Time
GameThread=RHI Game Tick
GameThread=RedrawViewports
GameThread=Script time
GameThread=Tick Time
GameThread=Update Components Time
GameThread=World Tick Time
GameThread=Async Work Wait
GameThread=PerFrameCapture
GameThread=DynamicLightEnvComp Tick
Mobile=ES2 Draw Calls
Mobile=ES2 Draw Calls (UP)
Mobile=ES2 Triangles Drawn
Mobile=ES2 Triangles Drawn (UP)
Mobile=ES2 Program Count
Mobile=ES2 Program Count (PP)
Mobile=ES2 Program Changes
Mobile=ES2 Uniform Updates (Bytes)
Mobile=ES2 Base Texture Binds
Mobile=ES2 Detail Texture Binds
Mobile=ES2 Lightmap Texture Binds
Mobile=ES2 Environment Texture Binds
Mobile=ES2 Bump Offset Texture Binds
Mobile=Frustum Culled primitives
Mobile=Statically occluded primitives
SplitScreen=Processed primitives
SplitScreen=Mesh draw calls
SplitScreen=Mesh Particles
SplitScreen=Particle Draw Calls

[MemorySplitClassesToTrack]
Class=AnimSequence
Class=AudioComponent
Class=AudioDevice
Class=BrushComponent
Class=CylinderComponent
Class=DecalComponent
Class=DecalManager
Class=DecalMaterial
Class=Font
Class=Level
Class=Material
Class=MaterialInstanceConstant
Class=MaterialInstanceTimeVarying
Class=Model
Class=ModelComponent
Class=MorphTarget
Class=NavigationMeshBase
Class=ParticleModule
Class=ParticleSystemComponent
Class=PathNode
Class=ProcBuilding_SimpleLODActor
Class=RB_BodyInstance
Class=RB_BodySetup
Class=ReachSpec
Class=Sequence
Class=SkeletalMesh
Class=SkeletalMeshComponent
Class=SoundCue
Class=SoundNode
Class=SoundNodeWave
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshCollectionActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot

[MemLeakCheckExtraExecsToRun]
Cmd=obj list class=StaticMesh -Alphasort -DetailedInfo
Cmd=obj list class=StaticMeshActor -ALPHASORT -DetailedInfo
Cmd=obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo
Cmd=obj list class=TextureMovie -Alphasort -DetailedInfo
Cmd=obj list class=Level -ALPHASORT -DetailedInfo
Cmd=lightenv list volumes
Cmd=lightenv list transition
Cmd=ListThreads

[ConfigCoalesceFilter]
FilterOut=ShooterEngine.ini
FilterOut=ShooterEditor.ini
FilterOut=ShooterInput.ini
FilterOut=ShooterLightmass.ini
FilterOut=ShooterGame.ini
FilterOut=ShooterGameDedicatedServer.ini
FilterOut=ShooterUI.ini
FilterOut=ShooterCompat.ini
FilterOut=ShooterEngineG4WLive.ini
FilterOut=ShooterEngineG4WLiveDedicatedServer.ini
FilterOut=ShooterEngineNoLive.ini
FilterOut=ShooterEngineNoLiveDedicatedServer.ini
FilterOut=ShooterEditorKeyBindings.ini
FilterOut=ShooterEditorUserSettings.ini
FilterOut=ShooterEngineGameSpy.ini
FilterOut=ShooterEngineSteamworks.ini
FilterOut=Descriptions.int
FilterOut=Editor.int
FilterOut=EditorTips.int
FilterOut=UnrealEd.int
FilterOut=WinDrv.int
FilterOut=XWindow.int
FilterOut=GfxUIEditor.int
FilterOut=Properties.int

[TaskPerfTracking]
bUseTaskPerfTracking=FALSE
RemoteConnectionIP=10.1.20.20
ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Connection Timeout=2;Integrated Security=SSPI
RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Integrated Security=SSPI;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn

[TaskPerfMemDatabase]
bUseTaskPerfMemDatabase=TRUE
RemoteConnectionIP=192.168.0.39
ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Connection Timeout=2;Integrated Security=SSPI
RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Integrated Security=SSPI;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn

[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
FModShadowPrimitiveInteractionInitialBlockSize=512

[SystemSettings]
bFirstRun=FALSE
bUseMaxQualityMode=False
StaticDecals=False
DynamicDecals=False
UnbatchedDecals=False
DecalCullDistanceScale=1.000000
DynamicLights=False
DynamicShadows=False
LightEnvironmentShadows=False
CompositeDynamicLights=False
SHSecondaryLighting=False
DirectionalLightmaps=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
bUseARGB8=False
Distortion=False
FilteredDistortion=False
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
OnlyStreamInTextures=False
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=False
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D11=False
AllowOpenGL=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
AllowImageReflections=False
AllowImageReflectionShadowing=False
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=False
bAllowWeatherEffect=False
bAllowPostProcess=False
SkeletalMeshLODBias=1
ParticleLODBias=0
DetailMode=0
MaxDrawDistanceScale=1.000000
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500.000000
TemporalAA_StartDepthVelocityScale=100.000000
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=0.250000
ResX=1680
ResY=1050
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.273240
PreShadowResolutionFactor=0.500000
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationFactorMultiplier=1.000000
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=False
bUseConservativeShadowBounds=False
ShadowFilterRadius=2.000000
ShadowDepthBias=0.012000
PerObjectShadowTransition=60.000000
CSMSplitPenumbraScale=0.500000
CSMSplitSoftTransitionDistanceScale=4.000000
CSMSplitDepthBiasScale=0.500000
CSMMinimumFOV=40.000000
CSMFOVRoundFactor=4.000000
UnbuiltWholeSceneDynamicShadowRadius=20000.000000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=False
NumFracturedPartsScale=1.000000
FractureDirectSpawnChanceScale=1.000000
FractureRadialSpawnChanceScale=1.000000
FractureCullDistanceScale=1.000000
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
MobileFeatureLevel=0
MobileFog=True
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileVertexMovement=True
MobileLODBias=-0.5
MobileBoneCount=75
MobileBoneWeightCount=2
MobileUsePreprocessedShaders=True
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=True
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=True
MobileLoadCPreprocessedShaders=True
MobileSharePixelShaders=True
MobileShareVertexShaders=True
MobileShareShaderPrograms=True
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
ApexLODResourceBudget=1000000020040877300000.000000
ApexDestructionMaxChunkIslandCount=2147483647
ApexDestructionMaxChunkSeparationLOD=1.000000
bEnableParallelAPEXClothingFetch=False
TEXTUREGROUP_World=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=32,MaxLODSize=32,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=64,MaxLODSize=64,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=32,MaxLODSize=32,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=32,MaxLODSize=32,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=32,MaxLODSize=32,LODBias=-2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=32,MaxLODSize=32,LODBias=-2,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)

[SystemSettingsEditor]
ResX=1280
ResY=720

[SystemSettingsSplitScreen2]
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
DetailMode=1

[SystemSettingsMobile]
BasedOn=SystemSettings
Fullscreen=True
DirectionalLightmaps=False
DynamicLights=False
SHSecondaryLighting=False
StaticDecals=True
DynamicDecals=False
UnbatchedDecals=False
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
DropParticleDistortion=TRUE
FloatingPointRenderTargets=FALSE
MaxAnisotropy=2
bAllowLightShafts=FALSE
DynamicShadows=False

[SystemSettingsMobileTextureBias]
BasedOn=SystemSettingsMobile
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
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TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)

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[SystemSettingsIPad]
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MobileContentScaleFactor=0.9375

[SystemSettingsIPad2]
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MobileEnableMSAA=True

[SystemSettingsAndroid]
BasedOn=SystemSettingsMobileTextureBias

[Engine.PhysicsLODVerticalEmitter]
ParticlePercentage=100

[Engine.OnlineSubsystem]
NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
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[Engine.OnlineRecentPlayersList]
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bUseHardwareCursorWhenWindowed=TRUE

[ContentComparisonReferenceTypes]
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+Class=SoundCue
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[Configuration]

[SDEngine.SDEngineExtensions]
HttpClassName=ShooterGame.SGHttp
ConnectivityManagerClassName=ShooterGame.SGConnectivityManager

[ShooterGame.SGEngineExtensions]
m_DedicatedServerAutoProfileTime=10.0
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m_DedicatedServerAutoProfileNumPlayers=10

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m_VisibilityValidityTime=0.2f

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m_SettingsClassName=SDEngine.SDFirelineSettings
m_PlayerInterfaceClassName=ShooterGame.SGOnlinePlayerInterfaceFireline
m_GameInterfaceClassName=ShooterGame.SGOnlineGameInterfaceFireline
m_ServerHeartbeatGap=25.0
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m_MaxLoginStepTime=30.0

[SDPCEngine.SDFireteamPlayersObjectsManager]
FireteamPlayerObjectCollectionClassName=ShooterGame.SGFireteamPlayerObjectCollection

[Windows.StandardUser]
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bHasGameSpyAccount=true
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PlaytestOnly=true
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CommandLine=stats

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PackageNames=SFX.pck
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[SDSoundSystem]
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fTargetAutoStmBufferLength=380
fMaxCacheRatio=2.0
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uLEngineDefaultPoolSize=32768
uCommandQueueSize=192
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HDREnableBoost=0
HDRSettingIndex=1
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HDRReleaseRate0=20
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HDRReleaseRate1=30
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HDRMinSize2=45
HDRReleaseRate2=20
MuteOnLostFocus=1
OcclusionMinValue=0.15
OcclusionMaxValue=0.35
OcclusionMinDistance=156
OcclusionMaxDistance=1072

[SDTestServer]
Dedicated=true
Listen=false

[ShooterGame.SGDTServer]
m_DTPort=7999
m_DTLogging=false

[ShooterGame.SGClientVoice]
m_DTPort=8432
m_DTLogging=false

[SDEngine.SDFirelineBatchUpdateObject]
m_MaxUpdateAttempts=5
m_BaseRetryDelay=1.7f

[SDEngine.SDCoherentUIManager]
m_bUseWebCache=true
m_WebCacheDir=WebCache

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0=1408462567.000000
1=1410912765.000000

[AppCompat]
CompatLevelComposite=4
CompatLevelCPU=5
CompatLevelGPU=4
MeasuredCPUScore=126.151459
CompatLevelGPUFix=0


And here are my PC Specifications:

I7 4…K Processsor 4.7Ghz
8GB DDR3 Ram G-Skill
2 Gtx 770 Winforce ASUS
2 Adata SSD 256GB
2 HDD Sata3 2000GB
ASUS LED 24Inch
Logitech G400 Mouse
Logitech G-Mousepad
Logitech Keyboard Internet Navigator
Logitech 5.1 Sound System

greetz fuzzel aka pilgrim


(spookify) #5

[QUOTE=PixelTwitch;511488]Hey dude…
I am sure one of the devs can give you more info but I will try and kick things off…

Ok, first, One Thread Frame Lag.
This really breaks into 2 sections.
1, Higher Frame Rate
2, Higher Input lag

Whilst both of these points are linked by the very nature of what the option does I will try and break them down separately. I believe that I am correct in what I am about to say and if not it will only be off by a little bit. One Thread Frame Lag is basically exactly what the option says… It pre renders frames and so is always one frame behind. The advantage to this is that during the times where a GPU would normally need to wait before rendering the next image, it no longer needs to. This means the GPU can produce more frames in the same amount of time than it would do if it was working on the latest frame where it would need to wait. So, you get a higher frame rate and in theory a smoother experience. Now, The issue with this is stuff like input lag and accuracy of the display you see compared to the current state of the game. The engine needs to wait until the next frame is rendered until it shows you the the current frame. Hence its a full cycle behind (I actually believe it ends up being closer to two cycles behind). However, since a frame is going to be displayed a full 1 or 2 frames later than normal you end up lagging behind the full latency wall (mouse, game, rendering, signal processing and screen response.) twice. So that 8.3ms you would think you was waiting for due to render times actually turns into something closer to 30 - 40ms after everything is said and done.

Different people have different tolerances to input lag and most of the time its almost completely biology based. Some people will never notice a 30-40ms delay no matter how hard they try to focus on it. Some people notice it much lower and due to this inconsistency between what people feel we end up with the arguments about mouse/input lag with some people saying its there and other people saying its not.

So, once you turn off One Thread Frame Lag. You often end up with only a few ms delay over the render time. Monitors often claim a 1ms response time but this is not entirely true. That is just the time it takes to switch pixels once it knows what it is doing. prior to that the monitor needs to decode the image and stuff that like. I would say the average 144hz gaming monitor actually has closer to 7ms delay. The top of the line monitors (Asus Rog Swift) has around 4ms on average. So for the sake of arguments lets say when all is said and done it is likely around 15-20ms. However, you lose frame rate so you end up in a simple frame rate vs lag predicament. Still to this day I switch between them all the time because neither are perfect.

Ok, so lets talk about the frame rate dips when playing and people are on the server. This is mainly due to the fact the game is client side but there are other reasons that would take a long time to try and explain. The basics are, your computer does a lot more calculations than it would do on a server side game. Simple things like tracers, animations, hud/ui and much much more. I would also assume that the client is dealing with deployable stuff as well rather then have them run on the server. Some of these things COULD be handed over to the server but it would then require higher bandwidth and better servers so would come at a rather big cost. Also, we end up with delays in things that feel rather instant now. I would imagine when SD start optimizing they will make everything much better (at least I hope).

Finally, The frame rate limit.
So as you mentioned its currently at 357. I have no real idea why that would be the number they selected other then maybe because its 6x the limit as the standard unreal engine. When it comes to a frame rate limit there are multiple issues to take into consideration. Things like Tick Rate, Diminishing Returns, Syncing and so much more once again. Most unreal engine games limit to around 62fps but yet feel smoother and more instant when it comes to moving the mouse than Dirty Bomb does (look at MoH, Mass Effect 2/3 and Hazard Ops for good examples of responsive low fps games). I have no real idea why this would be the case but I do know that having a predictable frame rate makes the development much easier and predictable. If the client is only sending data at a 60hz tick rate at 357fps you are processing 6x more data than the server needs/wants. I do not know how DB handles this currently but it is likely the reason behind stuff like the Join/Connect lag and many other movement and animation based issues. I would personally accept a much lower capped framerate if it ment we could play SMOOTHLY at 120ish FPS and reduce many of the bugs. However I feel thats just me.[/QUOTE]

Good Stuff! Just a side note I hope you dont think I was complaining about this whole thing. I am looking at it as more of a learning tool for me and possible other players. This might be general info for some people but for other people like myself this could really help testing some other areas of the game. Other people can now pop on and read this thread and be like huh I can get more frames but at what cost or I have a crappy rig so I need all the fps I can get.

I have my Refresh Rate at 144hz so if I did cap and did want to waste frames wouldnt I set it too 144 FPS? I take it you do not have a 144hz monitor?

First off Network Tweaks like in game? Like a netcode toggle… Hope SD locks that down
Second, becarful with any program like “nvidia inspector”… Sounds like Rivatuner from back in the day… One day they flipped a switch and people got banned for using that in a lot of games…(I think there was a little warning but still)

I cant wait to do some more testing on this especially with people in the server. Like Pix said and everyone knows SD really hasnt done FPS or Map optimizing so when they do start it will be good to look back at posts like this…

Question:
Technically Speaking What does the “MS” and "PERCENT"numbers mean that are displayed under the Frames?

I am assuming the lower numbers for both the better?

Anyone have any tweaks to reduce those?

Are there any additional Stat displays we can pull up in game that will help us test? Any specific load testing we can do?

Edit Side Note: As you can tell I just found out you can change the size of text!! NO freaking way! As you can also tell I have not harnessed this ability yet!!! HAHAHA!!


(INF3RN0) #6

I get under 100fps all the time. The main thing that mattered to me was how the mouse felt and how steady the frame rate was. Anything under 50fps impacted my performance a lot (this was around the time of that big cup thing), but being able to get a stable 80+ has felt pretty decent, for me at least, because I felt that it at least gives me enough mouse control to react consistently enough. I imagine 200+ will feel amazing for me.

Aside from that, there were also a few patches where my refresh rate didn’t appear to be working correctly, where in it felt like the frame rate displayed was much lower than the fps counter. But aside from all of the above, it’s always been the same people getting the kills regardless of patches, fps, ping, etc. Most people will just have to kill their sense of entitlement before coming to terms with where the game problems start and the epeen ends. Then again I’m well known to distrust the typical player feedback on this kind of subject based on my general experience in this area, lot’s of placebo and witch hunting most of the time.


(spookify) #7

[QUOTE=INF3RN0;511515]I get under 100fps all the time. The main thing that mattered to me was how the mouse felt and how steady the frame rate was. Anything under 50fps impacted my performance a lot (this was around the time of that big cup thing), but being able to get a stable 80+ has felt pretty decent, for me at least, because I felt that it at least gives me enough mouse control to react consistently enough. I imagine 200+ will feel amazing for me.

Aside from that, there were also a few patches where my refresh rate didn’t appear to be working correctly, where in it felt like the frame rate displayed was much lower than the fps counter. But aside from all of the above, it’s always been the same people getting the kills regardless of patches, fps, ping, etc. Most people will just have to kill their sense of entitlement before coming to terms with where the game problems start and the epeen ends. Then again I’m well known to distrust the typical player feedback on this kind of subject based on my general experience in this area, lot’s of placebo and witch hunting most of the time.[/QUOTE]

I sort of get where you are coming from especially in the sense that the same people are getting kills no matter what patch… Aim is still Aim… There is also the fact that players play style will not change or extremely change based on crappy performance. Basically saying if you are good you are good.

I do know that if I go and play on my gaming laptop I will not be anywhere near as good or play at a high level as I do on my Beast PC. So there are still huge advantages for having the correct gear. You are going to be getting a new Graphics Card and it will double if not triple your Frames… This should make you “better” or at least more consistent.

I have seen you post a few times about this but really have no idea what you are talking about…[QUOTE=INF3RN0;511515]
Most people will just have to kill their sense of entitlement before coming to terms with where the game problems start and the epeen ends. Then again I’m well known to distrust the typical player feedback on this kind of subject based on my general experience in this area, lot’s of placebo and witch hunting most of the time.[/QUOTE]

I personally as a player notice changes in the game and want to figure out why they happened so I can fix them if possible.

Questions to ask while playing:
Why my frames go down to 70 sometimes and other times not?
Why I can have 200 fps and then flip OneframeLag “ON” and get over 400+…
Does the launcher really eat frames? Maybe? Test?
If 2 people are shooting at me does it lower my frames more then just one person?
How does my PCor the game handle explosions?
How long is the frame lag when a person joins? 1 second?
When you Alt Tab why does it take 5 seconds for your Frames to stabilize?
If and how can I lower the percent or MS that is show when you stat fps?
I got in a 1 v 1 at close range and I drop massive amounts of frames why?
I drop or skip frames while planting dyno or jumping out a window or grabbing the MG turret or a person double jumps why?
Is there anything I can do to make my and other player movements smoother?
What CFG Tweaks can I make that might give me an advantage over another player?
What hardware can I buy that might give me an advantage over another player?
My mouse input feels funny or sluggish is it because of Oneframelag OR unstable Frames?
My Frames are fine but I cant hit this person why? Do I just suck? Maybe but there might be something…
If I change my res will it effect my frames?
If I change my aspect ratio will it effect my game play?
If I can stabilize my CFG and frames now, then when SD optimizes the game I should be one step ahead right?
What areas and situations should I test to see if I drop frames to inform SD that hey traces kill about 40 frames right off the top and should be looked at…

Inferno you are an experienced gamer you notices these millisecond changes… SD was tweaking rawinputmouse for awhile and we all gave feedback… Seems to have worked. Mouse feels a little better. I am sure SD is still fine tuning this.

I am not laying into you inferno at all but using your feedback to spin questions and ideas haha.


(spookify) #8

[QUOTE=spookify;511486]

EDIT:

I just went in to the CFG and Edited
bSmoothFrameRate=True
MinSmoothedFrameRate=144
MaxSmoothedFrameRate=456


Side Note:
With One Frame Lag “ON” even though I got more frames I felt like I didnt have pin point accoracy on a merc… It almost felt like I or my crosshair was floating over the merc…[/QUOTE]

OK check it out…
The picture above and the picture below are taking in the same spot and same cfg… The only difference is a full SW server… That is it… It is at the start of a round so no shooting or explosions either…


I feel like Im a block person playing this game… Frames do not feel smooth… Have to concentrate very hard while playing…

I am losing 220+ frames! That is crazy!!

And my MS is double whatever that is…


(INF3RN0) #9

It’s just my experience that people will give a lot of misinformation based on gut feelings, an unenjoyable gameplay session, or tunnel vision. An example being lag, bad hit reg, input lag, etc. In many cases people fabricate these statements simply because they let their emotions overwhelm their logic. Not to say that these don’t exist because they indeed do, but it’s hard to interpret feedback data in a useful way if people aren’t scrutinizing their responses to be the most truly accurate they can be. Far too often these issues only become relevant when people need something to blame at their convenience, which is not helpful to anyone. I like to see hard evidence of these things through a lot of testing/recording so that we can be sure that the information is accurate.


(spookify) #10

True Dhat :smiley:
I have done that many times haha!
In the past mostly with Balance (Bullet Damage, Spread, Recoil, ROF and so on) (I feel I have been pretty close with my gut on these because smooth sometime used my feedback or Nerfed THEM!! hahahaha!!

As for this post I was hoping SD would speak up about this and give their 2 cents… The screen shot of Train with an empty server vs a full server is pretty convincing. Now I would like to know why :smiley:


(trickykungfu) #11

with my old PC i used to play with OneFrameThreadLag=False. I only had a average FPS of 50 but it felt much better with False then True. Even with much lower FPS.

Now with my new PC i Play OneFrameThreadLag=True. Frames are set to max 144 and never drop below. Playing with OneFrameThreadLag=False feels wrong…

How does this match up?


(Mustang) #12

It matches up because at 50fps with OneFrameThreadLag enabled you are basically adding 20ms of latency which is too noticeable and distracting, whereas at 144fps you’re only adding 7ms of latency which is less noticeable and the added smoothness and predictability makes up for the extra latency.


(trickykungfu) #13

ah thx that sound very good.

So for me the smoother gaming feeling with 144FPS feels better then lower latency with OneFrameThreadLag False


(spookify) #14

I also feel the best with Oneframelag set to True and FPS capped at 144 frames…

I however still feel like there is considerable mouse lag when doing this…

Again Testing on Euro servers so it feels like mouse lag but could be hit feedback delay…

Example: Person moves slightly to the left and I track them, however I receive a break in my hit beeps… This happens to me all the time…


(trickykungfu) #15

try aiming better and playing FOPS and not Turrent ENG XD


(spookify) #16

Yeah haha…

I am level 7 8 or 9 for almost every mercs to I play each equally or been trying different mercs out recently.

I just never, every get that BOOM insta kill feeling… I receive that feeling a lot where I turn a corner and I am just dead…

  • I have basically insta killed people but then look at my HP and Im at like 10% and Im like wtf…

I need the New COD to come out and just get my hands on a different game to remind myself this is how it should feel… I was literally throwing stuff yesterday because of mouse input lag or wrapping, crazy movement or just over all weird game feeling…


(INF3RN0) #17

Hit feedback delay tends to be the issue. I should be getting a GTX 970 in a couple weeks, but it has always felt like the more stable the FPS is the less problematic the mouse/game smoothness becomes. Even with the lower performance I get on the PC end, I still find things quite manageable with oneframe turned on.


(spookify) #18

Very true…

You ever find yourself trying to track a head and something skips and you go flying by the head?
seems like I get that all the time… Someone joins the server and my cross-hair is no longer on the enemy or some odd lag spike or something where I want to scream because I do not have a nice fluid track going or it is interrupted by something…