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FPS cap

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FPS cap

Postby Naka » Sun Jan 22, 2012 1:38 am

Why is the FPS cap still 40? It has been so long since I last played and since I have been using a 120hz monitor, let me tell you 120hz is amazing compared to 60.. But 40? I made a topic about this nearly a year ago and I received no answer. I've never seen a modern game with a cap this low.
http://www.boallen.com/fps-compare.html

For those of you who don't notice or care, I don't care.
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Re: FPS cap

Postby Gorman » Sun Jan 22, 2012 3:51 am

AoS has a lot of random ass hard caps. Resolution, framerate, players per server, etc.

It's just arbitrary and should be freed up.
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Re: FPS cap

Postby Build » Sun Jan 22, 2012 6:15 am

I know from experience that a simple change in fps can be the difference between dying and living. If you made it higher it would basically give you an advatage over those that cannot meet the cap.
... I was gone for a month and came back to a game that hadn't changed a bit.
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Re: FPS cap

Postby Yakkers » Sun Jan 22, 2012 6:31 am

Build wrote:I know from experience that a simple change in fps can be the difference between dying and living. If you made it higher it would basically give you an advatage over those that cannot meet the cap.

But really, how many people do you think there are who couldn't run this game at 60 fps at 800x600?
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Re: FPS cap

Postby Build » Sun Jan 22, 2012 6:34 am

^Don't really care... on the other hand... it is Beta after all so why not.
... I was gone for a month and came back to a game that hadn't changed a bit.
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Re: FPS cap

Postby Gorman » Sun Jan 22, 2012 7:59 am

Build wrote:I know from experience that a simple change in fps can be the difference between dying and living. If you made it higher it would basically give you an advatage over those that cannot meet the cap.

At this point I think that reaction time is a much bigger decider than 0.008 of a second.
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Re: FPS cap

Postby Build » Sun Jan 22, 2012 8:31 am

Gorman wrote:At this point I think that reaction time is a much bigger decider than 0.008 of a second.


If you you're machine doesn't keep up with the FPS cap it will lag and that magical .0008 of a second turns into 2 or 3. Not to mention it takes more of a toll on the server so it would effect everyone.

No, just no.
... I was gone for a month and came back to a game that hadn't changed a bit.
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Re: FPS cap

Postby Gorman » Sun Jan 22, 2012 8:40 am

Build wrote:
Gorman wrote:At this point I think that reaction time is a much bigger decider than 0.008 of a second.


If you you're machine doesn't keep up with the FPS cap it will lag and that magical .0008 of a second turns into 2 or 3. Not to mention it takes more of a toll on the server so it would effect everyone.

No, just no.

FPS is client side, the server will not be affected at all.

The 0.008 of a second is not magical, it is the difference between 60 and 120 FPS, the 120FPS will have an extra frame and thus see things 0.008th of a second faster, half the time. Please, use maths; 1/60 - 1/120.

If your machine cannot handle it, then it will not propogate lag to the server.
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Re: FPS cap

Postby Naka » Sun Jan 22, 2012 3:17 pm

Build wrote:I know from experience that a simple change in fps can be the difference between dying and living. If you made it higher it would basically give you an advatage over those that cannot meet the cap.

Let's set the FPS to 5, that way nobody can play so we're all on a level playing field. Hell, let's just make the game turn based.

Build wrote:
Gorman wrote:At this point I think that reaction time is a much bigger decider than 0.008 of a second.


If you you're machine doesn't keep up with the FPS cap it will lag and that magical .0008 of a second turns into 2 or 3. Not to mention it takes more of a toll on the server so it would effect everyone.

No, just no.

Sounds like you just want to defend AoS.

This could run at 60fps (all monitors refresh at this rate) on pretty much any computer, if there was any game that should limit the frame rate it wouldn't be this one. If you want to talk about disadvantage, watch all these kids using vsync or terrible monitor get completely dominated due to input lag. More FPS makes the game easier on the eyes, makes the game feel better and allows you to aim better.
I read that game functions were tied to FPS so that's probably why the cap is so horrible. So yes, FPS may have an affect on the server but this is not how games should be coded. What really happens is that you have a network command rate that is usually around 25 frames per second, your PC interpolates this terrifying rate and makes it look smooth.

Oh, and laggers don't take more toll on a server. I don't know what FPS cap has to do with lag, explain please.
Actually, let me quote your signature
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This is what these threads always turn out to be like.
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Re: FPS cap

Postby Build » Sun Jan 22, 2012 10:05 pm

wikipedia wrote:low FPS does not give the illusion of motion effectively and affects the user's capacity to interact with the game, while FPS that vary substantially from one second to the next depending on computational load produce uneven, “choppy” movement or animation. Many games lock their frame rate at lower but more sustainable levels to give consistently smooth motion.

Aside from frame rate, a separate but related factor unique to interactive applications such as gaming is latency. Excessive preprocessing can result in a noticeable delay between player commands and computer feedback, even when a full frame rate is maintained, often referred to as input lag.

A high frame rate still does not guarantee fluid movements


Naka wrote:I've never seen a modern game with a cap this low

wikipedia wrote:Some modern action games, including popular console shooters such as Halo 3, are locked at 30 FPS maximum.


Build wrote:it is Beta after all so why not.


Come back when you know more about frame rates and their effect on video games. I go by experience, and so far it still seems like a bad idea.
... I was gone for a month and came back to a game that hadn't changed a bit.
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Re: FPS cap

Postby Naka » Sun Jan 22, 2012 10:20 pm

Build wrote:
wikipedia wrote:low FPS does not give the illusion of motion effectively and affects the user's capacity to interact with the game, while FPS that vary substantially from one second to the next depending on computational load produce uneven, “choppy” movement or animation. Many games lock their frame rate at lower but more sustainable levels to give consistently smooth motion.

Aside from frame rate, a separate but related factor unique to interactive applications such as gaming is latency. Excessive preprocessing can result in a noticeable delay between player commands and computer feedback, even when a full frame rate is maintained, often referred to as input lag.

A high frame rate still does not guarantee fluid movements


Naka wrote:I've never seen a modern game with a cap this low

wikipedia wrote:Some modern action games, including popular console shooters such as Halo 3, are locked at 30 FPS maximum.


Build wrote:it is Beta after all so why not.


Come back when you know more about frame rates and their effect on video games. I go by experience, and so far it still seems like a bad idea.


"low FPS does not give the illusion of motion effectively and affects the user's capacity to interact with the game, while FPS that vary substantially from one second to the next depending on computational load produce uneven, “choppy” movement or animation. Many games lock their frame rate at lower but more sustainable levels to give consistently smooth motion."

Like your own quote says, low FPS does not give the illusion of motion effectively and affects the users capacity to interact with the game.

"FPS that vary substantially from one second to the next depending on computational load produce uneven, “choppy” movement or animation.

So what? The animation is choppy at certain times (as if, this game can be run on the oldest of PCs) but that doesn't mean you need to make it look like shit all the time. Jesus, it's not like Ace of Spades is going to vary much in framerate given the maps loop so it's probably rendering mostly the same amount every frame.

Aside from frame rate, a separate but related factor unique to interactive applications such as gaming is latency. Excessive preprocessing can result in a noticeable delay between player commands and computer feedback, even when a full frame rate is maintained, often referred to as input lag.

This is talking about input lag, not network lag.
A high frame rate still does not guarantee fluid movements

YOUR POINT?

wikipedia wrote:Some modern action games, including popular console shooters such as Halo 3, are locked at 30 FPS maximum.

Key word modern game, I don't consider shoddy 7 year old consoles that weren't good to begin with "modern". I don't even play on consoles, we're talking about PC games here.

Now, I'll quote you again
Come back when you know more about frame rates and their effect on video games.


Build wrote:it is Beta after all so why not.

What?
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Re: FPS cap

Postby Build » Sun Jan 22, 2012 10:32 pm

Build wrote:it is Beta after all so why not.

I'm saying I don't really know, so lets try it and find out because this is a good time to do it, the rest is preprocessing. ;D
... I was gone for a month and came back to a game that hadn't changed a bit.
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Re: FPS cap

Postby Naka » Sun Jan 22, 2012 10:44 pm

Build wrote:
Build wrote:it is Beta after all so why not.

I'm saying I don't really know, so lets try it and find out because this is a good time to do it, the rest is preprocessing. ;D

AoS had a great FPS cap at one point, then it was capped to 25 (stopped playing) then increased to 40. It would be nice if people would agree with me and if Ben responded. I would be satisfied with a "no" by not playing AoS haha.
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Re: FPS cap

Postby ThisFrickinSite » Mon Jan 23, 2012 3:57 am

i have always wondered why people love their fps to be so high when the animation point is at 15 fps so then 30 should really be fine.
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Re: FPS cap

Postby Naka » Mon Jan 23, 2012 4:07 am

ThisFrickinSite wrote:i have always wondered why people love their fps to be so high when the animation point is at 15 fps so then 30 should really be fine.


30 is borderline unplayable in an FPS game, what I can't understand is how people accept such a low framerate. Have you not seen games in 60 or even 120fps? 30fps ruins your aim but I can't blame those who can't aim for not noticing.

Not sure what you mean by animation point but..

The animation point is irrelevant, a high framerate is good for a fluid view of the world. You need to be able to aim and a low framerate makes you wait for every frame to update before adjusting your aim. It doesn't matter what the frame rate of the animations are, the player movements in the world (not animations) will still be interpolated and look smooth at your frame rate.
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