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Constant having 60 fps

Posted: Tue Dec 12, 2006 5:30 pm
by Krede
As comming back to the scene (by the way, hey! :oh:) i'm constantly trying to fix my AQ2. I forgot all the fancy commands, which means that I need some help :D

First of all, i finally managed to fix my Q2 and it ran nicely, but suddenly (after closing and opening again) I lagged a little bit. Meaning, that if I shoot, the shot comes like ½ sec after.
I tried typing timerefresh, and wtf, i had 60 fps. I tried changing cl_maxfps, but that doesn't help - cl_maxfps 10 = 60fps , cl_maxfps 200= 60fps. Also, if I run a local server I have ping 16. Constantly.

If anyone has had a problem like this, feel free to help me out ;) Also, if anyone has some uber gfx settings, post away.

-krede :rambo:

Posted: Tue Dec 12, 2006 5:37 pm
by Flunx
v_sync

Posted: Wed Dec 13, 2006 1:17 am
by oVa
gl_swapinterval "0"(this is only aprq2's command(?)) and then try to change the maxfps, should work. :)

Posted: Wed Dec 13, 2006 2:04 am
by Lotus
turn v_sync off

Posted: Wed Dec 13, 2006 2:52 pm
by Clement
Keep v_sync on but turn up the refresh rate of your monitor..

Posted: Wed Dec 13, 2006 3:07 pm
by Krede
setting gl_swapinterval to 0 fixed my problem.

Big thanks! :D

Posted: Wed Dec 13, 2006 3:25 pm
by Mutu
I think also the gl_finish is something to get better fps.
Set it to 0

Posted: Thu Dec 14, 2006 4:40 am
by starttimartti
off course setting vsynch to 0 is the wrong way, unless you are trying to measure up your maximum quake rendering performance or you need a really high packetrate for some wierdo jumps.

otherwise setting vsynch (gl_swapinterval) to 0 will just make you harm. will not allow you to see "more frames" per second. it will just generate all sorts of visual artifacts to the game and break dynamic lightning.

the right way that actually increses the number of frames you see per second is setting (in aprq2) vid_displayfrequency to what is your monitors maxmium refreshrate with your quake's resolution (it defaults to 60, hence your constant 60fps in quake). possible choises are for exmple 75 85 100 or 120. not all monitors support the bigger refreshrates so you have to either know the right refreshrate or just try differet values.

oh and same command for r1q2 is vid_forcedrefresh, dont know about other clients.

edit: seems that vid_displayfrequency is broken in aprq2 1.20... well it worked atleast in 1.8b2... maybe in 1.19, maybe not... try it... or use r1q2

Posted: Thu Dec 14, 2006 6:18 am
by Lotus
starttimartti wrote:off course setting vsynch to 0 is the wrong way, unless you are trying to measure up your maximum quake rendering performance or you need a really high packetrate for some wierdo jumps.

otherwise setting vsynch (gl_swapinterval) to 0 will just make you harm. will not allow you to see "more frames" per second. it will just generate all sorts of visual artifacts to the game and break dynamic lightning.

the right way that actually increses the number of frames you see per second is setting (in aprq2) vid_displayfrequency to what is your monitors maxmium refreshrate with your quake's resolution (it defaults to 60, hence your constant 60fps in quake). possible choises are for exmple 75 85 100 or 120. not all monitors support the bigger refreshrates so you have to either know the right refreshrate or just try differet values.

oh and same command for r1q2 is vid_forcedrefresh, dont know about other clients.

And you dont have to turn v_sync off on your graffic card to enable this?

Posted: Thu Dec 14, 2006 10:30 am
by ZoRoXo
is gl_swapinterval the same as gl_ext_swapinterval?

Posted: Thu Dec 14, 2006 3:34 pm
by starttimartti
Lotus wrote:And you dont have to turn v_sync off on your graffic card to enable this?
no. vsynch stays on.

edit: after i actually read the first post, i have to say that i have no clue if my "guide" will help the original poster's particular problem at all (if before alt-tabbing quake was running more smoothly than 60 fps).

but still... in 99% of cases, turning v-synch off will not benefit you in any way.

turning monitor refresh rate up, on the other hand, most definately will.

Posted: Thu Dec 14, 2006 3:38 pm
by fuct
ZoRoXo wrote:is gl_swapinterval the same as gl_ext_swapinterval?
If it were the same would there be a need for two commands?

Posted: Thu Dec 14, 2006 4:40 pm
by ZoRoXo
fuct wrote:
ZoRoXo wrote:is gl_swapinterval the same as gl_ext_swapinterval?
If it were the same would there be a need for two commands?

look, im just curios. And im not fond of rethorical questions.

ok so your signature says "In case of emergency my ass can be used as a floatation device" so are you really that fat? hows that for a rethorical question huh?