HUNTING for the solution for this interesting problem
Posted: 03 Nov 2018, 20:31
(Repost... becasuse I got no replies on the alliedmodders forum...alliedMODDERs of all places.
If they didn't reply, what am I hoping for here, right? Well... MY HOPE WILL NEVER DIE TU DU TU TU DU TU DU)
I don't know whether or not you've encountered this phenomenon, but when you have an fps which exceeds 1249 in a source engine game (css in this example), the game will start glitching out on you.
It will start to stutter and will be pretty much unplayable, until your fps drops below 1249.
The fps counter in the net_graph will cap out at 1249, even if you have 2000+ fps, which shadowplay's counter displays without a problem.
This is very inconvenient for me, since I aim much better with an uncapped framerate, but I have an i7 8700k which many times, produces above 1249 fps in CS:S.
Playing counter strike source, I have two options:
1, Setting an fps cap and performing badly ingame.
2, Underclocking my CPU whenever I want to play CS:S to avoid getting too much fps.
I have accepted these facts a long time ago... UP UNTIL RECENTLY!
When I was casually testing sourcemod plugins on my community server and I set fps_max 0 in my (client) console before connecting to it, and BAM.
2000+ fps on dust2, no stutter, butter smooth game, and the fps counter in net_graph displayed the correct fps for the first time ever!
Luckily I've made a video about it, and I'll leave the link below.
I wasn't this hyped about this, or even focused on it at the time of recording, because I thought that I somehow managed to configure my server in a way that permits this behaviour permanently... I was wrong.
No matter what I did the next day with the server files or my own client config, I couldn't replicate the situation.
But it must be replicable...somehow.
I've searched the internet to no avail... there's very few forum posts which even mention the high fps glitching of source, and none (that I could find), talking about how it can be fixed.
Is there a fix which I accidentally did on that day when the net_graph showed the correct fps even above 1249, and the game was perfectly smooth?
Link to the video:
https://www.youtube.com/watch?v=aP9SSncAOKk
If they didn't reply, what am I hoping for here, right? Well... MY HOPE WILL NEVER DIE TU DU TU TU DU TU DU)
I don't know whether or not you've encountered this phenomenon, but when you have an fps which exceeds 1249 in a source engine game (css in this example), the game will start glitching out on you.
It will start to stutter and will be pretty much unplayable, until your fps drops below 1249.
The fps counter in the net_graph will cap out at 1249, even if you have 2000+ fps, which shadowplay's counter displays without a problem.
This is very inconvenient for me, since I aim much better with an uncapped framerate, but I have an i7 8700k which many times, produces above 1249 fps in CS:S.
Playing counter strike source, I have two options:
1, Setting an fps cap and performing badly ingame.
2, Underclocking my CPU whenever I want to play CS:S to avoid getting too much fps.
I have accepted these facts a long time ago... UP UNTIL RECENTLY!
When I was casually testing sourcemod plugins on my community server and I set fps_max 0 in my (client) console before connecting to it, and BAM.
2000+ fps on dust2, no stutter, butter smooth game, and the fps counter in net_graph displayed the correct fps for the first time ever!
Luckily I've made a video about it, and I'll leave the link below.
I wasn't this hyped about this, or even focused on it at the time of recording, because I thought that I somehow managed to configure my server in a way that permits this behaviour permanently... I was wrong.
No matter what I did the next day with the server files or my own client config, I couldn't replicate the situation.
But it must be replicable...somehow.
I've searched the internet to no avail... there's very few forum posts which even mention the high fps glitching of source, and none (that I could find), talking about how it can be fixed.
Is there a fix which I accidentally did on that day when the net_graph showed the correct fps even above 1249, and the game was perfectly smooth?
Link to the video:
https://www.youtube.com/watch?v=aP9SSncAOKk