Game lags when shooting lmg
Synapse
Join Date: 2007-03-05 Member: 60242Members
I did a search, but the search function works only with words of 4 letters +... my search was Lmg and lag. I don't think I could have been more precise...anyway!
Game runs fine other then server lag but! I get this crazy lag whenever I shoot with the standard machine gun ( LMG ).
I get max 2-3 fps when I start shooting it.
I'm using pistol all the time, since it makes the game unplayable.
If someone has a fix for this it would be nice, maybe to turn off the fire on the nozzle, I don't know :)
Game runs fine other then server lag but! I get this crazy lag whenever I shoot with the standard machine gun ( LMG ).
I get max 2-3 fps when I start shooting it.
I'm using pistol all the time, since it makes the game unplayable.
If someone has a fix for this it would be nice, maybe to turn off the fire on the nozzle, I don't know :)
Comments
You could use "lags", instead of "lag". You could also include "fire", "shoot", "slow", "effect" and such.
I couldnt test any as search function wont work for me :P.
But yeah, I know a few posts saying the same, but its a new build now, and I thought that issue was fixed as I last saw posts about it a few months ago, so a new thread is just good imho.
When other marines shoot it, I get lag, but less then when I shoot. Even if there is no one around and I shoot in a wall, the fps drops under 5.
I got this too in 178, but not 177.
<a href="http://www.mediafire.com/?f0ljgcc8g4c60r4" target="_blank">http://www.mediafire.com/?f0ljgcc8g4c60r4</a> is the link for the file I modified, if you look inside you can see what parts i commented out.
And the shell casings eject from the side of the gun, haven't you noticed them?
thanks, this fixes the bug for me!
lg
Jerry
I presume that checking that the client is running the official LUA files will come in closer towards release.
Rifle first person about -8FPS and when a buddy is shooting it goes -5FPS
Lerk first person and when one is shooting me, doesn't really matter it goes -20FPS
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->line 132: {viewmodel_cinematic = "cinematics/marine/rifle/barrel_smoke.cinematic", attach_point = "fxnode_riflemuzzle"},<!--c2--></div><!--ec2-->
The others do not cause problems (not the shells either...) And I'm guessing this one will cause problems when other marines are firing, havent actually tested it on a populated server ;)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->line 133: {weapon_cinematic = "cinematics/marine/rifle/barrel_smoke.cinematic", attach_point = "fxnode_riflemuzzle"},<!--c2--></div><!--ec2-->
So if you're having troubles, comment out those two lines and you will still have your muzzleflash, but no smoke (which isn't all that visible anyways). Also Mkk_Bitestuff you rule :P
Game runs fine other then server lag but! I get this crazy lag whenever I shoot with the standard machine gun ( LMG ).
I get max 2-3 fps when I start shooting it.
I'm using pistol all the time, since it makes the game unplayable.
If someone has a fix for this it would be nice, maybe to turn off the fire on the nozzle, I don't know :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I also have this problem as well. This is why:
A) I use the pistol most of the time until I can get a shotgun
or
B) I join the Alien side.
I remember that when I played build 178, I didn't get this lag on Rockdown or Tram. Only on summit.
I kinda knew it had something to do with the nozzle effects :)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->line 132: {viewmodel_cinematic = "cinematics/marine/rifle/barrel_smoke.cinematic", attach_point = "fxnode_riflemuzzle"},<!--c2--></div><!--ec2-->
The others do not cause problems (not the shells either...) And I'm guessing this one will cause problems when other marines are firing, havent actually tested it on a populated server ;)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->line 133: {weapon_cinematic = "cinematics/marine/rifle/barrel_smoke.cinematic", attach_point = "fxnode_riflemuzzle"},<!--c2--></div><!--ec2-->
So if you're having troubles, comment out those two lines and you will still have your muzzleflash, but no smoke (which isn't all that visible anyways). Also Mkk_Bitestuff you rule :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Interestingly, this didn't work for me. I uncommented the muzzle flash and shell casing stuff, leaving just the smoke commented out as you suggest, but my FPS still drops in that case.
Very puzzling how this seems to affect different systems in different ways.
In the past it would drop the FPS by 25, now it hardly moves... 2-3 less FPS tops.
Thx Mkk_Bitestuff
Out of curiosity is it possible to do something similar with sentry turret muzzle flashes or is that server side? As they're currently making it impossible for me to attack anywhere that has more than a couple sentries without getting <1fps. This tends to lead to a lot of arm flailing and wall blinking :(
The fact that each muzzle flash is a dynamic light source, means that you're potentially turning a light on/off 4/5 times a second. You can see this by looking at the shadows cast by another players LMG fire, and the area being lit up.
The game needs optimization in general (even if it is running pretty well as it is), and since we're in what I'd consider mid-closed beta, I wouldn't be too down in the dumps about the iffy performance at times. Optimizations generally come at the end of a production cycle after the feature set is frozen. After all, it's pointless optimizing a non-finished product if you've still got to make changes that could make all that work null and void.
Was just looking for a temporary fix really to make late game a little more playable for me.