Framerate difficulty comparison video (60/30/15 fps)
#201
Posté 21 mars 2013 - 03:41
#202
Posté 21 mars 2013 - 03:44
#203
Posté 21 mars 2013 - 03:45
Stardusk wrote...
upinya slayin wrote...
Feneckus wrote...
upinya slayin wrote...
just form watching the videos. several BSNers flamed me for my acucusions on the videos which all turned out to be rate.
There's only been proof of ONE PC cheater. A single one.
So please STFU.
why don't you STFU?
link got caught modding and extra skill points
jay's been banned form L4D for aimbotting why would he not in ME3?
you guys admittied consumable stacking and a few others i won't mention during the tourament back in the day
you guys called each other uot for cheating in the PHOF thread
there was another one i can't remmebr his name who got banned for modding files and restarted his hanifest with a 1 at the end of his normal Origin ID
i'm not saying you are cheating but you saying only 1 is pure nonsense. grow the **** up and stop taking **** so personal and stop ebing a DB and open your eyes. the mroe pisse dyou get about accusaitons the guiltier you look.
not only do you look like cheaters you lok like cry babies when you make posts like this. i kept this calm and civil w/o flaming. if you can't do the same GTFO of the thread
Jay was not banned for using an aimbot; no one knows why he was banned and it was pure supposition on one individual's part who insisted he was using an aimbot. Jay used to be a professional Counterstrike player, it makes sense that he has insane aim, just an Olympic sprinter can outsprint virtually anyone. So now the console folk come out and accuse every PC player of being a cheater, good one. I heard somewhere most console players were 12+....hmm.
again i'm not acusing eveyone of cheating. But hey lance armstroing was cheating. people cheat. some get caiught some don't. i watched jays jav steppin vidoe (which since th acusaiotins has disappeared off youtube) and you can see that it doens't look rigt at all. no way he isn't aimbotting. of course he isn't gonna admit to it but he was banned from L4D. why wouldn't he cheat in another game
#204
Posté 21 mars 2013 - 03:46
Zero132132 wrote...
Anyone on Xbox with recording equipment want to try something similar later? Sprinting through a crowd of enemies, seeing what happens? Would like to make it abundantly clear that something's different between 30 FPS on console vs. PC.
you can't even get away with that **** on silver unless you're playing a beefy class.
#205
Posté 21 mars 2013 - 03:51
Zero132132 wrote...
Anyone on Xbox with recording equipment want to try something similar later? Sprinting through a crowd of enemies, seeing what happens? Would like to make it abundantly clear that something's different between 30 FPS on console vs. PC.
i'll do it tomorrow. can't do it tonight, won't have time to play
#206
Posté 21 mars 2013 - 03:54
CmnDwnWrkn wrote...
I still don't understand how the difficulty goes up with larger framerates. Doesn't the unreal engine put a cap on fps?
You can remove that cap. Shield regeneration becomes very slow, and enemies of course target and fire much more quickly. I've played on host with someone who had 120 FPS. Died a lot. Its definitely different.
#207
Posté 21 mars 2013 - 03:59
CmnDwnWrkn wrote...
I still don't understand how the difficulty goes up with larger framerates. Doesn't the unreal engine put a cap on fps?
Have you read the integrality of caratinoid's thread on the subject ?
If you haven't yet, read it : http://social.biowar.../index/15711621
#208
Posté 21 mars 2013 - 03:59
upinya slayin wrote...
tyhw wrote...
dumdum2 wrote...
Zjarcal wrote...
Lord Sirian shared this with me a while ago and I figured it'd be good to share it with BSN. It's well known how framerate affects difficulty in this game, and here we have a direct comparison between high, medium, and very low framerates.
60 FPS - 0:20
30 FPS - 4:05
15 FPS - 7:37
This video only shows enemies shooting at the players while running right? I would like to see the difference when the player shoots at the enemy at different FPS as well. Would be interesting to see if it would also be harder to kill the enemies at lower FPS with different weapons
Well, it is harder to aim at low FPS, because your cursor doesn't move as smoothly, but weapons do exactly the same if you hit the enemy. Frame rate has no effect on damage done to enemies.
false. it was proven in the other fraemrate thread that weapon damage scales to FPS as well. the higher the FPS the more damage you do
Please link this thread so that when I come home from work today I can have a good laugh at your expense. Seriously, take off the tinfoil hat once in a while.
#209
Posté 21 mars 2013 - 04:07
Curzyfish wrote...
upinya slayin wrote...
tyhw wrote...
dumdum2 wrote...
Zjarcal wrote...
Lord Sirian shared this with me a while ago and I figured it'd be good to share it with BSN. It's well known how framerate affects difficulty in this game, and here we have a direct comparison between high, medium, and very low framerates.
60 FPS - 0:20
30 FPS - 4:05
15 FPS - 7:37
This video only shows enemies shooting at the players while running right? I would like to see the difference when the player shoots at the enemy at different FPS as well. Would be interesting to see if it would also be harder to kill the enemies at lower FPS with different weapons
Well, it is harder to aim at low FPS, because your cursor doesn't move as smoothly, but weapons do exactly the same if you hit the enemy. Frame rate has no effect on damage done to enemies.
false. it was proven in the other fraemrate thread that weapon damage scales to FPS as well. the higher the FPS the more damage you do
Please link this thread so that when I come home from work today I can have a good laugh at your expense. Seriously, take off the tinfoil hat once in a while.
its in this thread
http://social.biowar.../index/15711621
weapon damage scales for FPS. just like enemy difficulty. eveyrhting scaled up and down for FPS apparently
#210
Posté 21 mars 2013 - 04:10
There are principly two different possibilities here: running the tick function with a timer (fixed rsp. dynamically changing) or running the tick function in sycnchronicity with the refresh rate of the card/game.
BW seems to have opted for the latter one, because while the first one might be seem more objective it poses some problems especially in a multiplayer-online environment.
Consider a tick function that contains path finding, aiming, collision detection etc. and runs every millisecond (1000 fps).
Disadvantages: It would be very costly and the user would have no chance to react to things happening in between the 120Hz his monitor shows the game`s world.
And the other option? Making the tick function dependend on the framerate the user actually gets displayed, so when he gets 10 fps the timer would switch to 100 milliseconds, when he gets 50 the timer switches to 20 milliseconds etc.?
Not practically because it would hurt the feeling of smoothness even more than the periodically framedrop everyone on a PC experiences sometimes. If suddenly somebody who gets a constant 60fps on his PC had one second where he gets only 10 it would seem to him like a slomo episode, breaking immersion.
So in a PvP Environment the game doesn`t get harder if everybody gets 60fps because everybody has the same chance to process the information in the same amount of time.
In an environment where you have AI its highly likely that a human mind can`t compete with the enheightened reflexes. No human can keep up with an Aimbot.
So to sum up my conclusion: To say Multiplayer is easier/harder on PC/Console is much to shortsighted.
There is no doubt scaling of difficulty involved if the framerate reaches ecxtreme ends of a spectrum because the average human reaction time is sth. around 200 milliseconds (test yous here: http://www.humanbenc...s/reactiontime/ ), so while we can process maybe 100 fps we effectively can only react with an average of 5.
#211
Posté 21 mars 2013 - 04:13
tyhw wrote...
Zero132132 wrote...
Watching the way that enemies behave at 30 FPS makes me absolutely certain that consoles and PC run very differently at 30 FPS. There's no damned way that running through a crowd of enemies would work that way on console. Not even close.
I've never played on Xbox, so I can't definitively prove anything. But:
a) I know that VerySeed played on Xbox for quite a while, and claims that you are pretty much invulnerable while sprinting on Xbox.
Not weighing in on the Console War, but that bolded part must be a misunderstanding. It is... just not true. With Tactical Cloak, yes. Without, no, while sprinting you receive normal damage, and you are anything but invulnerable.
Modifié par Jeremiah12LGeek, 21 mars 2013 - 04:13 .
#212
Posté 21 mars 2013 - 04:14
Zero132132 wrote...
Anyone on Xbox with recording equipment want to try something similar later? Sprinting through a crowd of enemies, seeing what happens? Would like to make it abundantly clear that something's different between 30 FPS on console vs. PC.
Problem is you cannot do what they did on PC b/c you cannot move like they did using a controller. It would be like trying to prove God exists whilst we all know that the only deity out there is the Lord Claymore.
#213
Posté 21 mars 2013 - 04:15
upinya slayin wrote...
its in this thread
http://social.biowar.../index/15711621
weapon damage scales for FPS. just like enemy difficulty. eveyrhting scaled up and down for FPS apparently
Where? I only see Caratinoid saying that enemies will gun down the player faster because of AI response time, AI accuracy and shield regen bug.
I've never read anywhere where the game was easier at higher frame rates.
#214
Posté 21 mars 2013 - 04:16
upinya slayin wrote...
tyhw wrote...
dumdum2 wrote...
Zjarcal wrote...
Lord Sirian shared this with me a while ago and I figured it'd be good to share it with BSN. It's well known how framerate affects difficulty in this game, and here we have a direct comparison between high, medium, and very low framerates.
60 FPS - 0:20
30 FPS - 4:05
15 FPS - 7:37
This video only shows enemies shooting at the players while running right? I would like to see the difference when the player shoots at the enemy at different FPS as well. Would be interesting to see if it would also be harder to kill the enemies at lower FPS with different weapons
Well, it is harder to aim at low FPS, because your cursor doesn't move as smoothly, but weapons do exactly the same if you hit the enemy. Frame rate has no effect on damage done to enemies.
false. it was proven in the other fraemrate thread that weapon damage scales to FPS as well. the higher the FPS the more damage you do
Could you provide a link to the 'other framerate thread'. The bolded part of your statement is for sure wrong. The unreal engine just has some rounding errors which influence the rate of fire slightly, but to say the higher the FPS the more damage you do is very wrong.
Edit: ok... I got the link, now please point out the part of this thread where it is proven that damage is proportional to FPS
Modifié par 100RenegadePoints, 21 mars 2013 - 04:18 .
#215
Posté 21 mars 2013 - 04:16
caineghis2500 wrote...
capn233 wrote...
I did read the previous pages. I did not notice anything about being banned from ME3. Hence my confusion when you typed the bolded part. Now that I have reviewed the previous pages, the question stands.caineghis2500 wrote...
capn233 wrote...
So you say Jay is banned from ME3?caineghis2500 wrote...
Idol worship has a tendancy to cause heavy denial or blindness to the possibility of someone having any kind of blemish. Jay must have done something related to cheating whether its credit hacking or modding files or maybe it was a mistake on Bioware's part who knows. I personally don't know nor do I care but defending him with such iron resolve is kinda lame considering that nothing is for certain of his gaming background..
I mean, we had the whole banned via VA for a game on Steam... which isn't ME3...
Read the previous pages
Hmmm yer right. Perhaps a miscalculation on my part:unsure:
Bad move man, bad move...
#216
Posté 21 mars 2013 - 04:16
HolyAvenger wrote...
CmnDwnWrkn wrote...
I still don't understand how the difficulty goes up with larger framerates. Doesn't the unreal engine put a cap on fps?
You can remove that cap. Shield regeneration becomes very slow, and enemies of course target and fire much more quickly. I've played on host with someone who had 120 FPS. Died a lot. Its definitely different.
I believe people when they say this. I just wasn't sure of the particulars. So to go above 62 fps requires an ini change, but there's even a difference below 62 fps. I get it now, thanks.
Fortack wrote...
Zero132132 wrote...
Anyone
on Xbox with recording equipment want to try something similar later?
Sprinting through a crowd of enemies, seeing what happens? Would like to
make it abundantly clear that something's different between 30 FPS on
console vs. PC.
Problem is you cannot do what they did on
PC b/c you cannot move like they did using a controller. It would be
like trying to prove God exists whilst we all know that the only deity
out there is the Lord Claymore.
Right. Someone on PC would need to record a match where they restrict their turns as if they were playing with an XBox controller.
Modifié par CmnDwnWrkn, 21 mars 2013 - 04:19 .
#217
Posté 21 mars 2013 - 04:20
Ockhams Razor should vote for the most plausible option and this is: they are simply playing a differnet game (they can`t tell better because they are used to the AI being as slow as it is).
This will also imply that any recorded Plat Solo (since recording effects the fps) is actually (however neglectable) easier than a non-recorded.
#218
Posté 21 mars 2013 - 04:23
Honestly, my "WTF?" moment was when they were running a straight line through those enemies and taking no fire. Running straight through them like that can be done on console, but it doesn't turn out the way it does in their vid.Fortack wrote...
Zero132132 wrote...
Anyone on Xbox with recording equipment want to try something similar later? Sprinting through a crowd of enemies, seeing what happens? Would like to make it abundantly clear that something's different between 30 FPS on console vs. PC.
Problem is you cannot do what they did on PC b/c you cannot move like they did using a controller. It would be like trying to prove God exists whilst we all know that the only deity out there is the Lord Claymore.
#219
Posté 21 mars 2013 - 04:25
Zero132132 wrote...
Anyone on Xbox with recording equipment want to try something similar later? Sprinting through a crowd of enemies, seeing what happens? Would like to make it abundantly clear that something's different between 30 FPS on console vs. PC.
I want to coordinate with a PC user to use matched kits/faction/map and try recreating a few scenarios. But I want to control variables, and solo. I don't think two players can test the variables properly, especially without an Xbox or PS3 test.
#220
Posté 21 mars 2013 - 04:26
megawug wrote...
upinya slayin wrote...
its in this thread
http://social.biowar.../index/15711621
weapon damage scales for FPS. just like enemy difficulty. eveyrhting scaled up and down for FPS apparently
Where? I only see Caratinoid saying that enemies will gun down the player faster because of AI response time, AI accuracy and shield regen bug.
I've never read anywhere where the game was easier at higher frame rates.
i never said easier. the game gets harder at higher FPS cause enemies are more aggressive and accurate but your wepaons do more damage too
#221
Posté 21 mars 2013 - 04:26
CmnDwnWrkn wrote...
Right. Someone on PC would need to record a match where they restrict their turns as if they were playing with an XBox controller.
Is there absolutely no way to plug a mouse and keyboard on an Xbox 360 or PS3 ?
#222
Posté 21 mars 2013 - 04:27
100RenegadePoints wrote...
upinya slayin wrote...
tyhw wrote...
dumdum2 wrote...
Zjarcal wrote...
Lord Sirian shared this with me a while ago and I figured it'd be good to share it with BSN. It's well known how framerate affects difficulty in this game, and here we have a direct comparison between high, medium, and very low framerates.
60 FPS - 0:20
30 FPS - 4:05
15 FPS - 7:37
This video only shows enemies shooting at the players while running right? I would like to see the difference when the player shoots at the enemy at different FPS as well. Would be interesting to see if it would also be harder to kill the enemies at lower FPS with different weapons
Well, it is harder to aim at low FPS, because your cursor doesn't move as smoothly, but weapons do exactly the same if you hit the enemy. Frame rate has no effect on damage done to enemies.
false. it was proven in the other fraemrate thread that weapon damage scales to FPS as well. the higher the FPS the more damage you do
Could you provide a link to the 'other framerate thread'. The bolded part of your statement is for sure wrong. The unreal engine just has some rounding errors which influence the rate of fire slightly, but to say the higher the FPS the more damage you do is very wrong.
Edit: ok... I got the link, now please point out the part of this thread where it is proven that damage is proportional to FPS
honestly i don't feel like reading 12 pages to find it. i can care less if you believe me. its already been proven and thos of us here on BSN who read thrugh all of it before and had the discussion know that its true. if you don't want to believe me thats fine by me
#223
Posté 21 mars 2013 - 04:29
Kaall wrote...
CmnDwnWrkn wrote...
Right. Someone on PC would need to record a match where they restrict their turns as if they were playing with an XBox controller.
Is there absolutely no way to plug a mouse and keyboard on an Xbox 360 or PS3 ?
nope, however i do have an adapter to use my xbox controller on my laptop
#224
Posté 21 mars 2013 - 04:31
Not for ME3.Kaall wrote...
CmnDwnWrkn wrote...
Right. Someone on PC would need to record a match where they restrict their turns as if they were playing with an XBox controller.
Is there absolutely no way to plug a mouse and keyboard on an Xbox 360 or PS3 ?
#225
Posté 21 mars 2013 - 04:35
ME is an xbox game. It was just a port on PC, it's not a true PC game.
There's no text chat.
Graphics are meh for a PC game.
It's not really mod friendly.
The omni button makes sense on consoles because a controller only has so many buttons, but why have it on PC when we have keyboards ?
So do you really think they would ignore all that while going through all the trouble of changing one of the core mechanics of the game ? That doesn't make any sense.
upinya slayin wrote...
false. it was proven in the other fraemrate thread that weapon damage scales to FPS as well. the higher the FPS the more damage you do
Bull****.
The reason why it seems weapons do more damage on PC is because we don't aim for the knees





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