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132 or 121 fps max?
posted in Q/A Help
1
#1
0 Frags +

Not really urgent, but chris's FPS configs suggest 132 because that's cmdrate times 2, but others would say 121 fps for my 60hz monitor I've been snipin with.

Not really urgent, but chris's FPS configs suggest 132 because that's cmdrate times 2, but others would say 121 fps for my 60hz monitor I've been snipin with.
2
#2
-30 Frags +

If your monitor is only 60hz, I would just recommend 132 then. Either way you can't see anything over 60 fps.

If your monitor is only 60hz, I would just recommend 132 then. Either way you can't see anything over 60 fps.
3
#3
-7 Frags +

Don't cap.

Don't cap.
4
#4
0 Frags +

if you dont have a 120+ hz dont even worry about it

if you dont have a 120+ hz dont even worry about it
5
#5
15 Frags +
Zimmy Either way you can't see anything over 60 fps.

I hope that's an ironic joke

[quote=Zimmy] Either way you can't see anything over 60 fps.[/quote]
I hope that's an ironic joke
6
#6
15 Frags +
KhakiZimmy Either way you can't see anything over 60 fps.I hope that's an ironic joke

what? he's correct, it's a 60hz monitor

[quote=Khaki][quote=Zimmy] Either way you can't see anything over 60 fps.[/quote]
I hope that's an ironic joke[/quote]

what? he's correct, it's a 60hz monitor
7
#7
12 Frags +
KhakiZimmy Either way you can't see anything over 60 fps.I hope that's an ironic joke

im pretty sure he meant that the monitor could only display 60

[quote=Khaki][quote=Zimmy] Either way you can't see anything over 60 fps.[/quote]
I hope that's an ironic joke[/quote]

im pretty sure he meant that the monitor could only display 60
8
#8
32 Frags +
KhakiZimmy Either way you can't see anything over 60 fps.I hope that's an ironic joke

Yeah I meant the monitor can't display anything over 60 fps, not that a human being can't physically see over 60. My bad.

[quote=Khaki][quote=Zimmy] Either way you can't see anything over 60 fps.[/quote]
I hope that's an ironic joke[/quote]
Yeah I meant the monitor can't display anything over 60 fps, not that a human being can't physically see over 60. My bad.
9
#9
13 Frags +

The difference between 120fps and 60fps is noticeable even on a 60hz monitor, try it.

The difference between 120fps and 60fps is noticeable even on a 60hz monitor, try it.
10
#10
8 Frags +

You really shouldn't need to cap your FPS, although if you are seeing a lot of major drops you should cap it at whatever is the max you can get consistently. Another case where you might want to cap it is if you have extremely high framerates all the time and it is making animations behave strangely (I think around 900-1000 FPS on the Source Engine starts to cause issues, although I'm not sure).

Here's a reasoning for this because I know people are going to say that it's bullshit and you should cap your FPS at your monitor's refresh rate, or twice it's refresh rate, or twice it's refresh rate + 1, or some random number.

Frames are rendered entirely separately from the monitor displaying them. Every time the monitor refreshes (60 times per second for a 60Hz monitor) it will show the last frame that the game rendered. The last frame that the game rendered is not necessarily rendered at the exact same time that your monitor refreshes. This means that the you will be seeing slightly more recent frames if you are playing at a higher framerate (making it feel smoother). If your FPS is 120 for example, the frame you get to see every 1/60th of a second can never be older than 1/60th of a second + 1/60th of a second (33ms) whereas if your FPS is 300 the frame you see can never be older than 1/60th of a second + 1/300th of a second (20ms). This means that if you run your game at 60FPS max instead of the max that Valve puts on by default you are potentially getting frames that are outdated by 13 ms every time your monitor refreshes. Note that you probably aren't getting exactly 13ms outdated information as it depends on how close your monitor's refresh rate is to the time the game is rendering frames.

tl;dr You probably don't need to cap your FPS.

You really shouldn't need to cap your FPS, although if you are seeing a lot of major drops you should cap it at whatever is the max you can get consistently. Another case where you might want to cap it is if you have extremely high framerates all the time and it is making animations behave strangely (I think around 900-1000 FPS on the Source Engine starts to cause issues, although I'm not sure).

Here's a reasoning for this because I know people are going to say that it's bullshit and you should cap your FPS at your monitor's refresh rate, or twice it's refresh rate, or twice it's refresh rate + 1, or some random number.

Frames are rendered entirely separately from the monitor displaying them. Every time the monitor refreshes (60 times per second for a 60Hz monitor) it will show the last frame that the game rendered. The last frame that the game rendered is not necessarily rendered at the exact same time that your monitor refreshes. This means that the you will be seeing slightly more recent frames if you are playing at a higher framerate (making it feel smoother). If your FPS is 120 for example, the frame you get to see every 1/60th of a second can never be older than 1/60th of a second + 1/60th of a second (33ms) whereas if your FPS is 300 the frame you see can never be older than 1/60th of a second + 1/300th of a second (20ms). This means that if you run your game at 60FPS max instead of the max that Valve puts on by default you are potentially getting frames that are outdated by 13 ms every time your monitor refreshes. Note that you probably aren't getting exactly 13ms outdated information as it depends on how close your monitor's refresh rate is to the time the game is rendering frames.

[b]tl;dr[/b] You probably don't need to cap your FPS.
11
#11
-5 Frags +

cap at your min fps

cap at your min fps
12
#12
-2 Frags +

I used to use framerate caps, but then I stopped. Everything felt much smoother without a cap.

I used to use framerate caps, but then I stopped. Everything felt much smoother without a cap.
13
#13
4 Frags +

http://i.imgur.com/HAWhU6h.png

higher fps always matters

"I don't get it": higher framerates reduce juddering as well as maximum latency

edit: btw your specific framerate shouldn't matter that much anymore for hitreg (aside from aiming better) as long as it's above your cmdrate and updaterate, because source makes networking and rendering run on different threads by default. higher is better!

[img]http://i.imgur.com/HAWhU6h.png[/img]
higher fps always matters

"I don't get it": higher framerates reduce juddering as well as maximum latency

edit: btw your specific framerate shouldn't matter that much anymore for hitreg (aside from aiming better) as long as it's above your cmdrate and updaterate, because source makes networking and rendering run on different threads by default. higher is better!
14
#14
-8 Frags +

131 will make you 66.66% better at meatshotting noobs

131 will make you 66.66% better at meatshotting noobs
15
#15
-1 Frags +
DeetrYou really shouldn't need to cap your FPS, although if you are seeing a lot of major drops you should cap it at whatever is the max you can get consistently. Another case where you might want to cap it is if you have extremely high framerates all the time and it is making animations behave strangely (I think around 900-1000 FPS on the Source Engine starts to cause issues, although I'm not sure).

Here's a reasoning for this because I know people are going to say that it's bullshit and you should cap your FPS at your monitor's refresh rate, or twice it's refresh rate, or twice it's refresh rate + 1, or some random number.

Frames are rendered entirely separately from the monitor displaying them. Every time the monitor refreshes (60 times per second for a 60Hz monitor) it will show the last frame that the game rendered. The last frame that the game rendered is not necessarily rendered at the exact same time that your monitor refreshes. This means that the you will be seeing slightly more recent frames if you are playing at a higher framerate (making it feel smoother). If your FPS is 120 for example, the frame you get to see every 1/60th of a second can never be older than 1/60th of a second + 1/60th of a second (33ms) whereas if your FPS is 300 the frame you see can never be older than 1/60th of a second + 1/300th of a second (20ms). This means that if you run your game at 60FPS max instead of the max that Valve puts on by default you are potentially getting frames that are outdated by 13 ms every time your monitor refreshes. Note that you probably aren't getting exactly 13ms outdated information as it depends on how close your monitor's refresh rate is to the time the game is rendering frames.

tl;dr You probably don't need to cap your FPS.
wareyahttp://i.imgur.com/HAWhU6h.png
higher fps always matters

"I don't get it": higher framerates reduce juddering as well as maximum latency

edit: btw your specific framerate shouldn't matter that much anymore for hitreg (aside from aiming better) as long as it's above your cmdrate and updaterate, because source makes networking and rendering run on different threads by default. higher is better!

Hm, alright, but won't the fluctuation of FPS mess with how smooth my aim is? I thought a max fps was used to keep a steady fps so that your aim/mouse movement is consistent?

[quote=Deetr]You really shouldn't need to cap your FPS, although if you are seeing a lot of major drops you should cap it at whatever is the max you can get consistently. Another case where you might want to cap it is if you have extremely high framerates all the time and it is making animations behave strangely (I think around 900-1000 FPS on the Source Engine starts to cause issues, although I'm not sure).

Here's a reasoning for this because I know people are going to say that it's bullshit and you should cap your FPS at your monitor's refresh rate, or twice it's refresh rate, or twice it's refresh rate + 1, or some random number.

Frames are rendered entirely separately from the monitor displaying them. Every time the monitor refreshes (60 times per second for a 60Hz monitor) it will show the last frame that the game rendered. The last frame that the game rendered is not necessarily rendered at the exact same time that your monitor refreshes. This means that the you will be seeing slightly more recent frames if you are playing at a higher framerate (making it feel smoother). If your FPS is 120 for example, the frame you get to see every 1/60th of a second can never be older than 1/60th of a second + 1/60th of a second (33ms) whereas if your FPS is 300 the frame you see can never be older than 1/60th of a second + 1/300th of a second (20ms). This means that if you run your game at 60FPS max instead of the max that Valve puts on by default you are potentially getting frames that are outdated by 13 ms every time your monitor refreshes. Note that you probably aren't getting exactly 13ms outdated information as it depends on how close your monitor's refresh rate is to the time the game is rendering frames.

[b]tl;dr[/b] You probably don't need to cap your FPS.[/quote]

[quote=wareya][img]http://i.imgur.com/HAWhU6h.png[/img]
higher fps always matters

"I don't get it": higher framerates reduce juddering as well as maximum latency

edit: btw your specific framerate shouldn't matter that much anymore for hitreg (aside from aiming better) as long as it's above your cmdrate and updaterate, because source makes networking and rendering run on different threads by default. higher is better![/quote]

Hm, alright, but won't the fluctuation of FPS mess with how smooth my aim is? I thought a max fps was used to keep a steady fps so that your aim/mouse movement is consistent?
16
#16
1 Frags +

fluctuation of FPS only affects in-engine mouse acceleration. You shouldn't use source engine mouse acceleration in the first place. If you use and really want mouse acceleration, just use windows mouse accel and disable raw input, otherwise you have nothing to worry about.

fluctuation of FPS only affects in-engine mouse acceleration. You shouldn't use source engine mouse acceleration in the first place. If you use and really want mouse acceleration, just use windows mouse accel and disable raw input, otherwise you have nothing to worry about.
17
#17
0 Frags +
wareyafluctuation of FPS only affects in-engine mouse acceleration. You shouldn't use source engine mouse acceleration in the first place. If you use and really want mouse acceleration, just use windows mouse accel and disable raw input, otherwise you have nothing to worry about.

ah, alright, thanks for the help! :D

[quote=wareya]fluctuation of FPS only affects in-engine mouse acceleration. You shouldn't use source engine mouse acceleration in the first place. If you use and really want mouse acceleration, just use windows mouse accel and disable raw input, otherwise you have nothing to worry about.[/quote]

ah, alright, thanks for the help! :D
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