game feeling slow when using fps caping

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game feeling slow when using fps caping

Postby liolak » Wed Jan 07, 2009 3:54 pm

Hi i would like to know if its normal that the game feel super slow whenever i try to limit the fps.
I tried setting cl_maxfps to 200 to keep the fps from jumping around between 200 and 300.
It works good but the game dosent feel the same after that, like if it was slower.. can i fix that in anyway ?
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Postby Alien » Wed Jan 07, 2009 4:19 pm

Limit the fps to the actual refresh rate of your screen.
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Postby FruitieX » Wed Jan 07, 2009 5:54 pm

I have the same problem, and find that limiting it to the refresh rate does not help. (Vsync does though, but that causes input lag). Using cl_maxfps it feels like the game "drops" some packets sent from the mouse, which makes it go much slower than usually, and also feel "jumpier", like sensitivity would be changing.

Would be nice to limit it to 150 or so, to keep the laptop fan more silent :)
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Postby Alien » Wed Jan 07, 2009 7:03 pm

The input lag is not dependent on the client fps! Amount of packets sent per client defines input lag, which is the same 20 in all clients.
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Postby liolak » Wed Jan 07, 2009 11:14 pm

ok thanks for feedback guys, i have tried ur proposed solution Alien. Unfortunately it does not solve the problem.
If i limit the cl_maxfps to 60 (my refresh rate), the slowness also occur, i would even say that it is worst.
if i turn on vertical synchronisation, indeed i feel some input lag. By input lag, i mean that let say i move my mouse left while jumping,
it will take a fraction of second to the game to turn left, just long enought to completely ruin my cornering or make me lose my precision while doing it.
The reason why i asked if it was fixable, is that i have read on some other thread that some of the very good players use the fps caping to achieve stable fps.
Of course i can play with the slower speed but i dont like it because it limit the max speed i can reach while bunny hoping.
I was just wondering if there was a solution to this...and yeah there is also the nice side effect of limiting the gpu temp.
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Postby esteel » Wed Jan 07, 2009 11:46 pm

Actually i use cl_maxfps 125 for a LOOOOONG time and have had no really bad problems with it, and i think the last known bugs with it were fixed for 2.4.2.. but that was a long time, so maybe i'm mixing something up, try one of the svn builds maybe its better then.
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Postby liolak » Wed Jan 07, 2009 11:50 pm

yeah i should have mentionned my version, its 2.4.2. I will definitly try it again once 2.5 is out :D
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Postby Alien » Thu Jan 08, 2009 5:14 am

If you define input lag as a time between your keyboard press and time when action appears on the screen, then yes, this causes "input lag". But this "input lag" does not matter much cause the authoritative thing is the server and the packets are sent between client and server 20 times per second. Limiting max fps to screen refresh rate is better than using vsync, cause this uses either double or triple buffering (depending on how you setup your graphics card).
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