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Thread Statistics | Show CCP posts - 1 post(s) |

Solstice Project
Red Federation RvB - RED Federation
4552
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Posted - 2013.11.17 23:10:00 -
[1] - Quote
that's kind oc odd.
are there dust clouds, aka particles, involved during these drops?
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Solstice Project
Red Federation RvB - RED Federation
4553
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Posted - 2013.11.18 00:46:00 -
[2] - Quote
For comparison, you should check your framerates with vsync off (interval immediate) at the places where your fps drop and note down the amount it drops.
I would also suggest trying to force vsync in your videodrivers, setting EvEs interval to immediate again and testing if this phenomenon still occurs.
Another thing you can do is to test the same with interval two and see if the drops still happen.
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Solstice Project
Red Federation RvB - RED Federation
4560
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Posted - 2013.11.18 02:13:00 -
[3] - Quote
Implying Implications wrote:Human eyes operate at 25 frames per second so I don't see what the problem is. Errr no. You're not up to date. |

Solstice Project
Red Federation RvB - RED Federation
4560
|
Posted - 2013.11.18 02:26:00 -
[4] - Quote
Eiji Nomura wrote:I tried that alredy before posting here. No change. And yeah, the places where the FPS drops with interval immediate. It never goes under 150.
Okay.
I just realised a mistake i shouldn't have made in the first place.
Thinking in terms of "fps" is bull. What's relevant is spf.
What i'm talking about is that if you run a game and see 1000fps and then see a drop down to 500fps, you see a huge loss in regards to fps, but actually it only added 1msec worth of computation.
If a frame needs two msec, you'll drop down to 250fps.
At 60fps, the computer has 16msec per frame. (1000/60=16.66..7)
The computation is 1000 / fps = msec, so at 60fps your computer needs around 16msec to compute a frame, or is limited to 16msec to compute a frame.
Sooo ... you have to see this in a different light. Not in terms of fps, but msec wasted during each frame.
What VSync does is letting the gfx only push frames out during what was called "vertical retrace" during the era of CRTs, but the concept still applys nowadays anyway.
The image is only getting displayed in the short amount of time the screen doesn't paint a new image, which avoids the chance of actually painting two different images onto the screen at the same time. (like ... 50:50 or 30:70 etc etc. it's called "tearing" iirc)
This means that there isn't actually any change in how long it takes for your gfx to render an image and you will always see the drop in fps, simply because fps are meaningless and your gfx simply needs more msec in specific environments.
This makes an awfull lot of sense for it being 0322am here and i might actually be completely wrong, although i have an msec counter running when i'm coding. |

Solstice Project
Red Federation RvB - RED Federation
4570
|
Posted - 2013.11.18 10:11:00 -
[5] - Quote
ACE McFACE wrote:Implying Implications wrote:Human eyes operate at 25 frames per second so I don't see what the problem is. Welcome to the world of facts that haven't been true for many many years. Imagine the rage if this was a forum of professional FPS gamers. *lol* |
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