Jump to content

PCGamingWiki will use a Single Sign On (SSO) system to bridge wiki and forum accounts which is ready for testing. You may login using the 'Login with PCGamingWiki' button on both the wiki and the forum, which will soon be the only option. If you have any issues please message Andytizer on Discord.

Hawaii Beach

shouldn't we make a glossary page for capping fps?

Recommended Posts

We should have a glossary page about capping / limiting FPS for games, and IMO should be done like http://pcgamingwiki.com/wiki/H1Z1:_King_of_the_Kill#Cap_FPS

 

Motivation: we all know that for most games (except games like CS:GO) achieving a FPS over 60fps (60hz monitor in this case ofc) will make NO difference than having it capped at 60, and causes computers to render frames that never gets used, also causing computers to run hotter and more. I know that v-sync does the job but sometimes you just don't wanna use it.

Share this post


Link to post
Share on other sites

we all know that for most games achieving a FPS over 60fps (60hz monitor in this case ofc) will make NO difference than having it capped at 60

 

That isn't entirely true. When rendering at a framerate higher than the monitor's refresh rate, the monitor will present frames that are newer at every update than if there was only a single frame rendered every 1/60th (for 60Hz) of a second.

At any rate, http://pcgamingwiki.com/wiki/Glossary:Frame_rate_(FPS) already provides info on capping framerate.

Share this post


Link to post
Share on other sites

In some cases directly capping the framerate can make the game run worse, sometimes VSync should be used as an alternative method if the game is running worse. (check the frametimes with something like MSI Afterburner to see if they game has micro stuttering)

Share this post


Link to post
Share on other sites

More frames = more updates = less input lag = less tearing.

Less input lag. But less tearing just isn't true. You will get noticeable tearing somewhere on the screen no matter what if you aren't using Vsync in FSE.

 

Borderless windowed will increase your input lag while still running at an unlocked framerate. DWM will just toss what it wants wherever. So if you run at a very high framerate in BW, you might be able to counter the lag added from DWM Vsync, but the visuals will not be completely smooth.

 

 

The only way to get no tearing with super low latency and high framerates is Freesync/Gsync. A consistent fixed update is still better IMO. Which you can use both to achieve. Cap the framerate with one of them, and you get a consistent smooth and even paced image with all the benefits of not using Vsync at all.

 

You can also try fast sync with a capped framerate of 90,120,150,180,240. Some games it works very well with.

 

 

 

In some cases directly capping the framerate can make the game run worse, sometimes VSync should be used as an alternative method if the game is running worse. (check the frametimes with something like MSI Afterburner to see if they game has micro stuttering)

I'd love to see actual examples of this.

I have never encountered it.

 

 

 

 

Share this post


Link to post
Share on other sites

Less input lag. But less tearing just isn't true. You will get noticeable tearing somewhere on the screen no matter what if you aren't using Vsync in FSE.

In a broad sense I guess it isn't true that a randomly around 60 FPS game has more tearing than, say 45 or 70 (on a 60Hz screen).

 

But (in particular if we are talking about such a light game as CS) if we have hundreds and hundreds of frames per second, the difference between out-of-refresh frames and the actually on screen image will lower and lower.

And in this way I'm assuming after a certain point one should even stop to mind.

Share this post


Link to post
Share on other sites

Capping FPS ofc gives the GPU less frames to pick from - introducing input lag.

 

 

 

In some cases directly capping the framerate can make the game run worse, sometimes VSync should be used as an alternative method if the game is running worse. (check the frametimes with something like MSI Afterburner to see if they game has micro stuttering)

 

True, afaik capping FPS using 3rd party software is not any good. I use vsync on games that has no option to set a fps cap.

 

 

That isn't entirely true. When rendering at a framerate higher than the monitor's refresh rate, the monitor will present frames that are newer at every update than if there was only a single frame rendered every 1/60th (for 60Hz) of a second.

At any rate, http://pcgamingwiki.com/wiki/Glossary:Frame_rate_(FPS) already provides info on capping framerate.

 

Yes, expained good in https://www.youtube.com/watch?v=hjWSRTYV8e0

Share this post


Link to post
Share on other sites

True, afaik capping FPS using 3rd party software is not any good. I use vsync on games that has no option to set a fps cap.

Source?

Even because it seems odd you avoid an issue with one even worser.

 

Besides, you should check this, since not every cap is made equal.

Share this post


Link to post
Share on other sites

Source?

Even because it seems odd you avoid an issue with one even worser.

 

When I cap fps using nvidia inspector it introduces a lot of input lag, and many others say the same thing.

Share this post


Link to post
Share on other sites

[Automated] This discussion has concluded and a verdict has been reached. If this is not the case and there are still matters left undiscussed please contact a member of staff to get the topic reinstated.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Similar Content

    • By Wolfinston
      All credit goes to drennan a gog user I'm simply sharing the mod for preservation purposes.
       
      Drennan made the following mod and said this about it:  
      This mod hides certain elements of the XIII user interface.
      To install, copy HUDFree.u and HUDFree.int into the System subfolder of your 
      XIII folder. In the same folder, edit XIII.ini:
      Replace the value of the DefaultGame key with HUDFree.XIIIHUDFreeGameInfo in 
      the Engine.Engine section of XIII.ini, like this:
      [Engine.Engine]
      DefaultGame=HUDFree.XIIIHUDFreeGameInfo
      Add the following section to XIII.ini to fine-tune what exactly is hidden:
      [HUDFree.XIIIHUDFreeHUD]
      bShowHealth=False
      bShowWeaponsItems=False
      bShowObjective=False
      bShowDialog=True
      bShowEndMessage=False
      bShowSave=False
      bShowPickup=False
      bShowOthers=False
      XIII-HUD-Free-Mod-1.0.1.zip
    • By Keith
      Split/Second patch that removes the 30 FPS limiter and enables the game to run at 60 Hz; it also fixes physics to ensure physics and power plays work. Created by ducon2016.
      Run NoobPatcher.exe Select the unpatched (original) .exe Select "SplitSecond.NoobDiff" Wait for the file to get patched Run the newly created patched .exe
    • By Methanhydrat
      TL;DR
      The DirectInputFpxFix fixes an input related FPS drop/slowdown problem that occurs in FEAR, its expansions, Condemned: Criminal Origins and other games. It is easy to install and does not require manual disabling of HID devices.
       
      Quick start guide:
      Extract the file dinput8.dll to the folder containing the executable of the game. For example: "C:\Program Files (x86)\Steam\steamapps\common\FEAR Ultimate Shooter Edition"
      Start the game like you would normally, for example directly through Steam or GOG Galaxy.


      Features
      The DirectInputFpsFix fixes a bug that causes the FPS to severely drop after a few minutes of play. This problem is probably most widely known in regards to the game FEAR and often occurs in conjunction with the usage of Logitech devices.
       
      However, the problem also crops up in other games using the same engine, such as the FEAR expansions or Condemned: Criminal Origins and with non-Logitech hardware configurations. A similar problem has also been reported to occur in other titles, like Prototype.
       
      Although this issue can often be fixed by disabling most/all HID-Devices in the device manager, it is bothersome to do so and lately some people reported that that solution does not even work at all anymore, especially on machines running Windows 10.
       

      Instructions

      Supported Games
      The fix is agnostic towards the game that uses it and should therefore work with all versions of a supported game, including the Steam, GOG and retail versions.
      Confirmed: FEAR and its expansions
      Condemned: Criminal Origins

      [*]Supposedly:
      Prototype
      Kane & Lynch: Dead Men



      Feel free to provide feedback if the DLL works on other games as well.
       

      Install
      The fix does not make any permanent changes to the game or to Windows and can easily be removed.
      Extract the file dinput8.dll to the folder containing the executable of the game. For example: "C:\Program Files (x86)\Steam\steamapps\common\FEAR Ultimate Shooter Edition"*
      Start the game like you would normally, for example directly through Steam or GOG Galaxy.

      *Note that for the FEAR expansions the fix also has to be installed into the corresponding sub-folder of the game
       

      Uninstall
      Rename or remove the dinput8.dll from the folder of the game.


      Known Issues
      There are currently no known issues with the fix.
       

      Additional Information

      Antivirus Software
      Since this mod consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner.
       
      If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file.
       

      Loading Other Fixes/Mods/Injectors
      To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process.
       
      File method:
       
      The mod will load another dinput8.dll automatically if it has the name dinput8.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput8.dll.
       
      Folder method:
       
      The mod will also automatically load all DLLs regardless of their names in a dinput8 sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.
       

      How This Works
      The fix is implemented using a common technique known as DLL hooking.
       
      User input in games like FEAR can be realized via DirectInput, an API by Microsoft for interacting with HID-Devices. The library is ancient and should no longer be used today, because there are other ways to get mouse and keyboard input, especially for games.
       
      The FPS drops happen because the thread that runs DirectInput massively slows down after a while (as can be seen in tools like ProcessExplorer).
       
      If an application uses a library like DirectInput, it needs a so-called DLL (dynamic-link library) where the functionality of the library is stored. In many cases, especially for libraries provided by Microsoft, these DLLs usually reside in the Windows folder.
       
      However, there is an order of how an application searches for the DLLs it needs. Since the DLL of the fix gets copied into the main folder of the application and has the same name of a DLL needed by the game (the one of DirectInput), it gets loaded instead of the one in the Windows folder.
       
      This means that all calls to DirectInput go through the Hook-DLL and can either be directed to the original DLL in the Windows folder or changed as necessary. This also allows some insight in how exactly the library is used by the game.
       
      It turned out that some games not only unnecessarily register all HID-devices, they also call several functions every frame that usually only should be called once during initialization. The latter seems to apply only to devices that are not keyboards or mice. This eventually leads to circumstances where a lot of time is spent opening and closing device connections.
       
      The fix changes the DirectInput initialization in such a way that only keyboard and pointer devices get registered.
       

      Contact And Support
      If you like this mod and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions.
    • By Methanhydrat
      TL;DR
      This mod allows you to change the FPS limit to above 60, fix texture issues on modern hardware, adjust the despawn time of corpses, change the FOV, skip intro videos and force custom display resolutions.
       
      Quick start guide:
      Extract the zip-file to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Quake 4"
      Use the Quake4TweakerGUI to change the settings as desired
      Start the game like you would normally, for example directly through Steam


      Features
      The Quake 4 Tweaker is a utility mod for Quake 4 that offers various fixes and additional options for the game. It is easy to install and comes with a GUI for convenient configuration.
       
      Its features include:
      Properly adjusting the FPS limit to above 60 (e.g. to 144)
      Fixing texture bugs on modern hardware by forcing high image quality
      Adjusting the despawn time of corpses
      Changing the field of view
      Skipping of the intro videos
      Forcing the game to use a custom resolution


      Instructions

      Supported Versions
      This mod is designed for the latest, fully patched versions of Quake 4 and might not work when used with older or otherwise modified executables.
      Steam v1.4.2


      Install
      The mod does not make any permanent changes to the game or to Windows and can easily be removed.
      Extract the zip-file to your main game folder. For example: "C:\Program Files (x86)\Steam\steamapps\common\Quake 4"
      Use the Quake4TweakerGUI to change the settings as desired
      Start the game like you would normally, for example directly through Steam

      Note that the GUI is for configuration only and does not have to be running for the mod to work.
       

      Uninstall
      Rename or remove the dinput.dll from the folder of the game.


      Known Issues
      There are currently no known issues with the mod.
       

      Additional Information

      Antivirus Software
      Since this mod consists of an executable DLL file that uses "hacking techniques" such as injection and hooking, it could be classified as malicious by antivirus software. In that case, it might be necessary to add an exception rule to the scanner.
       
      If you lack the trust in random people on the internet -- and I would not blame you -- feel free to use a meta online virus scanner like VirusTotal to verify the file.
       

      GUI Requirements
      The GUI requires the Microsoft .NET Framework 4.7.1 to work; which should already be installed on most systems. If you are having problems starting the program, you can download the required version either through a recommended Windows update (Windows 7 and later) or at Microsoft here.
       

      Loading Other Fixes/Mods/Injectors
      To increase the compatibility with other mods or injectors that are using a wrapper DLL, this fix offers two methods for remote loading of additional files. Note that there might still be compatibility issues between the different fixes, mods or injectors that have nothing to do with the loading process.
       
      File method:
       
      The mod will load another dinput.dll automatically if it has the name dinput_Remote.dll. Just rename the DLL you want to load accordingly. Using this method will lead to an error if the renamed DLL is not itself a dinput.dll.
       
      Folder method:
       
      The mod will also automatically load all DLLs regardless of their names in a dinput_Remote sub-directory. Just create a corresponding folder in the install directory of the mod. This is the only way to load multiple (conflicting) files.
       

      Input Bindings
      The GUI allows the binding of an action to an arbitrary combination of keys and buttons on the keyboard, the mouse or an XInput compatible controller. The system purposefully does not restrict conflicts, so multiple actions can be bound to the same key.
       
      Key Names:
       
      In case of the keyboard there might be a discrepancy between the key that was pressed and the one that is displayed. This is because the names are automatically translated based on the keyboard layout by using a Windows function. However, the mod always uses the physical keys as they were used during the creation of the binding, independent of the name that is displayed.
       
      Modifiers:
       
      Modifier bindings can be created by just using the corresponding key combinations. If you bind one action to Space and another another to LCTRL + Space and a third one to LALT + LCTRL + Space, only one of them will be triggered when Space is down, depending on the state of LCTRL and LALT. The system is not restricted to the usual modifier keys ALT, CTRL or SHIFT. Any key or button pressed before another acts as a modifier for the next one. Note that the order of the keys or buttons is only relevant during the binding process to distinguish bindings with the same modifiers. In the above example, Space could be held down and the other actions triggered by pressing LCTRL or LALT afterwards.
       

      Contact And Support
      If you like this mod and want to support the development or show your appreciation with a donation, you can find more information on my website. There you can also find out more about other mods that I have done and means to contact me if you have a question, want to provide feedback, bug reports and suggestions.
  • Who's Online   0 Members, 0 Anonymous, 86 Guests (See full list)

    There are no registered users currently online

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Forum Statistics

    1,193
    Total Topics
    6,716
    Total Posts
×