How frame rate affects game difficulty [UPDATE 13/03/2013]
#176
Posté 06 février 2013 - 10:23
What a load of bollocks.
OTOH, thank you OP for bringing this to my attention. At least now I have a more tangible understanding of why the mechanics of this game seem so arbitrary and dysfunctional.
Hopefully you'll get cleared to implement this fix-- if we're lucky the devs might even sticky it so that it becomes widespread.
#177
Posté 06 février 2013 - 10:24
#179
Posté 06 février 2013 - 10:40
Yeah, I send a PM to Bryan about it, but with DLC coming and other things it will probably take a while before we know anything.
File modification by the plaler is probably the only solution since everyone runs at a different frame rate and anything else will need a patch.
#180
Posté 06 février 2013 - 10:49
But after chatting with cartnoid, I've actually maxed out anti-aliasing, added ambient occlusion, using external means(nvidia inspector). So it is basically now running at 60-75 FPS, and taxing my gtx580 GPU. Its also not as painful as playing at 120FPS+, and the game looks so much better.
#181
Posté 06 février 2013 - 10:56
You should always set a fixed frame rate otherwise you will get mouse sensativity bugs. If you can run the game at over 60 then just lock it at 60.
BTW I tried it up to 500 FPS, the amount of madness you get at those frame rates is insane.
#182
Posté 06 février 2013 - 11:01
Modifié par 100RenegadePoints, 06 février 2013 - 11:16 .
#183
Posté 06 février 2013 - 11:11
Caratinoid wrote...
@AndanteInBlue
Yeah, I send a PM to Bryan about it, but with DLC coming and other things it will probably take a while before we know anything.
File modification by the plaler is probably the only solution since everyone runs at a different frame rate and anything else will need a patch.
I don't think they'll be able to do anything exactly because of this. It's too late now, anyway.
#184
Posté 06 février 2013 - 11:33
#185
Posté 07 février 2013 - 12:04
when I host the game ( usually platinum), my fps will be over 120
#186
Posté 07 février 2013 - 12:26
#187
Posté 07 février 2013 - 01:36
At 60+ FPS the banshee warps will hunt you down, performing u-turns through doors and cover.
I can only guess that in games hosted by 60+ FPS hosts, the hosting system has already calculated that you've been hit by the warp ball - so the hit animation will happen regardless of how you dodge/move or run away.
#188
Posté 07 février 2013 - 10:30
I used to lag and rubber band like hell with my game set to 60+ FPS, to hosts In Europe, but games are actually playable now.
Could the disparity between host and client FPS exaggerate network gameplay artifacts?
#189
Posté 07 février 2013 - 11:11
Several engines have independent threads for rendering and updates, which run the update loop at the constant frequency and run the render loop at the maximum possible rate.
I hope Frostbyte 2 decouples the two loops (thats the engine they will use for ME4).
#190
Posté 07 février 2013 - 11:20
DoubleHell wrote...
This is incredible - with the game set to 30 FPS I can actually play with hosts on the other side of the planet without rubber banding!
I used to lag and rubber band like hell with my game set to 60+ FPS, to hosts In Europe, but games are actually playable now.
Could the disparity between host and client FPS exaggerate network gameplay artifacts?
Not reaaly (as far as I know). If the host runs at a higher FPS than you, then you will have difficulties, becuase the enmies will be acting mcuh faster and you wont be gettign enough slots to report your reaction. If you have 60 FPS and the host has 30, then the host could get confused.
Consider this, with 60FPS, you can register 60 mouse clciks in a second (not realistic). But sicne the host only runs at 30 FPS, only 30 of them actually do anything.
Still I dont understand rubber-banding. You charcter could move to a new location suddenly (becuase the the host's data is considered aauthoritative and it will overwrite your lcoal values). But in rubber-banding, you alternate between two locations, whcih should not happen logically (becuase ocen host gives you its version of your lcoation, your system should accept it and should discard the earlier posotion). I think it more of a programming issue - becuase otherwise enemies should also rubber-band - but the worst they could do is teleport to a new lcoation (haven't noticed them alternate beween old and new position)
#191
Posté 07 février 2013 - 02:05
#192
Posté 07 février 2013 - 08:51
DoubleHell wrote...
This is incredible - with the game set to 30 FPS I can actually play with hosts on the other side of the planet without rubber banding!
I used to lag and rubber band like hell with my game set to 60+ FPS, to hosts In Europe, but games are actually playable now.
Could the disparity between host and client FPS exaggerate network gameplay artifacts?
I am pretty sure you are seeing things. You can set any frame rate you want as a client it doesn't matter.
#193
Posté 07 février 2013 - 09:02
Mindfane wrote...
Unreal Engine by default updates the logic one for every frame. So in effect the update loop becomes dependent on frame-rate. Still a not all UE engine games exhibit this problem. Probably they have modified the engine.
The engine works fine, the game scales pretty well actually, even at a frame rate of 500 FPS all animations still work correctly. It's just that there are some oversights in ai calculations, rounding errors are the most common issue it seems.
#194
Posté 08 février 2013 - 01:53
#195
Posté 08 février 2013 - 02:47
Caratinoid wrote...
DoubleHell wrote...
This is incredible - with the game set to 30 FPS I can actually play with hosts on the other side of the planet without rubber banding!
I used to lag and rubber band like hell with my game set to 60+ FPS, to hosts In Europe, but games are actually playable now.
Could the disparity between host and client FPS exaggerate network gameplay artifacts?
I am pretty sure you are seeing things. You can set any frame rate you want as a client it doesn't matter.
There must be something else to it - with my network monitor open, at 30 FPS i'm sending about half as much data as I recieve, and no rubber banding.
When playing at 60+ FPS it's usually 1:1 or often I'm sending the host more data than I'm receiving, and I usually start to rubber band after sprinting.
With hosts from NZ or Oz, latency is under 50ms, and I never rubber band. No problems to the US west, which gives about 150ms to 200ms of latency.
I usually rubber band on anything east of the Central US - 400ms to the US east coast, 450ms to 600ms to Europe and Asia.
Now that I've got it set to 30 FPS, I haven't rubber banded at all.
#196
Posté 08 février 2013 - 02:49
DoubleHell wrote...
Heh....at 30 FPS you can dodge banshee warps with a roll etc. - they will travel straight and past you.
At 60+ FPS the banshee warps will hunt you down, performing u-turns through doors and cover.
I thought it was just me. I had upgraded my videocard to a nvidia gtx 670 and I thought that the game was harder to play. No wonder those warp balls and rockets seem like guided missiles.
#197
Posté 08 février 2013 - 03:34
stefbomb wrote...
This is fascinating. I hope the devs will look into this, as Caratinoid seems to have found a fix by himself (kudos, btw). Assuming the bug and the fix are both real this could be implemented relatively easily.
Well, another poster said this issue was discovered months ago and this week's(?) patch did .... other stuff. But we have a new banner for Best of The Promoters!
#198
Posté 08 février 2013 - 04:49
#199
Posté 08 février 2013 - 09:35
UseVSync=False
SmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=32
Subjectively this did nothing, I did not notice any change in enemy accuracy when I was running/moving. Maybe it is not enough to just enforce 30 fps, but to actually use settings that your computer just cannot compute more than 30fps?
#200
Posté 08 février 2013 - 10:06
What determans frame rate? I run a very powerful gaming laptop and I have a strong "high speed" Internet connection. Am I being punished for this when I host? How do I manipulate my frame rate?





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