this game runs 60+fps on my machine, yet it doesnt feel smooth, the devs should look into whats called Frame to Frame times for this game and have it as low as possible for smoother experience
this game runs 60+fps on my machine, yet it doesnt feel smooth, the devs should look into whats called Frame to Frame times for this game and have it as low as possible for smoother experience
Plans are afoot to help deal with this, and the devs are well aware. Good things are coming. Patience!
this game runs 60+fps on my machine, yet it doesnt feel smooth, the devs should look into whats called Frame to Frame times for this game and have it as low as possible for smoother experience
Plans are afoot to help deal with this, and the devs are well aware. Good things are coming. Patience!
Hm, the issue mustn't affect everyone though, since I spend most of the game on around 80fps I can say it feels smooth as butter EXCEPT for the micro freezes I get.
frame to frame times it is then, just what i thought, its good that the devs notice this, for those of you who dont know what this means it just shows how long it takes for one frame to the next frame will appear on the screen,
this is why AMD cards, or multiple card set up feel less smooth in games, which is why some people praise the GTX TITAN because of its VERY low frame to frame time performance compared to GTX 690/HD7990
Hm, the issue mustn't affect everyone though, since I spend most of the game on around 80fps I can say it feels smooth as butter EXCEPT for the micro freezes I get.
I think its mostly based on how sensitive someone is to the issue and expectations. If your running TF2 and getting buttery smooth gameplay with your 4770k@5.0GHz/GTX Titan combo, when you switch to something that runs at less than perfection you will notice the difference.
I'm using an AMD card and I only experienced this issue in Natural Selection 2. It's so incredibly frustrating and I simply can't play the game enjoyably.
dePARAJoin Date: 2011-04-29Member: 96321Members, Squad Five Blue
I play on an gtx670 and have the same issues. So its not only a AMD phenomen.
Maybe im too sensitive to things like that but there is something wrong for sure.
I play on an gtx670 and have the same issues. So its not only a AMD phenomen.
Maybe im too sensitive to things like that but there is something wrong for sure.
The benchmark data I showed above is using a GTX 670, so this is a game rather than hardware issue (though I wouldn't be surprised if it was more noticeable on AMD). I've been working on trying to do framerating of NS2 to get a better handle on the issue (e.g. to see if runt/dropped frames are part of the problem).
Im sure my gtx670 isnt the bottleneck and my 4,4 ghz i5 should handle the game also.
The lowered resolution help a little bit and the game feels a bit better now. For some people the blurry image through interpolation is not acceptable but its a workaround for me atm.
Could all this 80 fps feels like 40fps stuff come from the fact the server tickrate is capped at 30?
I think its more because many servers can't maintain a 30 tickrate or 0% choke. However, I wouldn't mind the option to have a 60 or 90 tickrate server. I suspect we're getting close to the point of being able to run a 12-player/60 tickrate on some of the overclocked servers.
What UWE should be looking after is reducing the variation between low and high frame times there. Note how in the end game your frame times vary between ~10 ms and ~30 ms. That means the game is oscillating between "100 fps" and "33 fps" which is quite a lot. Zoom into a 5 second section of that graph so that you can see the individual frame times and you'll notice exactly that. I recall the LuaJIT graph posted somewhere else in these forums that the frame time variations were noticeably reduced; that might help mitigate the "80 fps feels like 40 fps" thing.
The large spikes are sporadic and are noticed as short "hangs" in gameplay. They are not the cause of that effect.
Also, try measuring frame times for another game just for the sake of comparison.
Server tickrates might have an effect depending on how networking is handled by the engine. You know, the game has to devote some CPU time to read packets, process them, convert them into meaningful things, etc. and that happens once every tick, about 30 times a second (usually), and in the end game there's a lot of stuff happening, which translates into a lot of packets.
Server tickrates might have an effect depending on how networking is handled by the engine. You know, the game has to devote some CPU time to read packets, process them, convert them into meaningful things, etc. and that happens once every tick, about 30 times a second (usually), and in the end game there's a lot of stuff happening, which translates into a lot of packets.
I suspect that's the issue for most people as I've noticed >0% choke problems start well before the tickrate begins to degrade.
Comments
anything below ~100 fps feels abysmal
to not notice it means you're bad at fps games :>
Plans are afoot to help deal with this, and the devs are well aware. Good things are coming. Patience!
Is there an explanation for the phenomenon?
Or, alternatively, the large spikes in this frametime graph:
Those up to over 100ms spikes can really destroy the smoothness of NS2.
this is why AMD cards, or multiple card set up feel less smooth in games, which is why some people praise the GTX TITAN because of its VERY low frame to frame time performance compared to GTX 690/HD7990
Maybe im too sensitive to things like that but there is something wrong for sure.
http://forums.unknownworlds.com/discussion/comment/2099234/#Comment_2099234
Im sure my gtx670 isnt the bottleneck and my 4,4 ghz i5 should handle the game also.
The lowered resolution help a little bit and the game feels a bit better now. For some people the blurry image through interpolation is not acceptable but its a workaround for me atm.
Here is my little optimization list:
- Disable RAW mousinput ( http://forums.unknownworlds.com/discussion/130435/framedrops-when-using-mouse-in-lategame )
- Ingameresolution to 1280*720 (on an 16:9 1980*1080 monitor)
- Processtamer to boost the ns2 processaffinity and lowering backround processes: http://process-tamer.en.uptodown.com/
- SweetFX for SMAA and Image sharpening (to compensate the lost resolution) http://www.guru3d.com/files_details/sweetfx_shader_suite_download.html
with this settings: http://www.file-upload.net/download-7674442/SweetFX_settings.txt.html
- Forced FXAA in the Nvidia drivers (less blurry then the ingame one)
- An own NS2 Nvidia profile (this is only for Nvidia Cards and you need Nvidiainspector to import this. This is only for single GPUs !! and work only with adaptive vsync)
http://www.file-upload.net/download-7674410/NS2.nip.html
- Adaptives Vsync though Nvidia drivers
Ingame settings:
Bloom off
Shadows off
Textures high
Particles high
Vsync off
Antialiasing off
Atmospherics off
Anisotropy on
In the end: It feels better and more consistent at the price of an bit blurry and blocky image.
Dont forget to save profiles or files before you try this!!!
Edit: Not saying they already done it but better be save.
What UWE should be looking after is reducing the variation between low and high frame times there. Note how in the end game your frame times vary between ~10 ms and ~30 ms. That means the game is oscillating between "100 fps" and "33 fps" which is quite a lot. Zoom into a 5 second section of that graph so that you can see the individual frame times and you'll notice exactly that. I recall the LuaJIT graph posted somewhere else in these forums that the frame time variations were noticeably reduced; that might help mitigate the "80 fps feels like 40 fps" thing.
The large spikes are sporadic and are noticed as short "hangs" in gameplay. They are not the cause of that effect.
Also, try measuring frame times for another game just for the sake of comparison.
Server tickrates might have an effect depending on how networking is handled by the engine. You know, the game has to devote some CPU time to read packets, process them, convert them into meaningful things, etc. and that happens once every tick, about 30 times a second (usually), and in the end game there's a lot of stuff happening, which translates into a lot of packets.