Boop wrote: ↑
30 Jan 2023, 15:52
- ~10ms ping with 1000+ FPS and no issues moving around
- ~70ms ping with 500FPS and no issues moving around. Once I increase it to 800FPS I start to teleport, and when I increase it to 1000FPS I can no longer move.
Ohh, so all this is related to ping then!
The lower the ping, the higher an fps can go.
This is why when we open up CS on an in-game private server with bots and having virtually 1ms internet latency (or LAN setup) we go 1000+ fps with no issue (if hardware supports it of course).
Does this "fps to ping ratio" hold true for CS:GO, CS:S and other games aswell? If yes, then how did forcedreg come up with 1100 fps as a max allowed before rubberbanding/teleporting in CS:GO?
Btw, you were alone on the server.. did that influence the results?
Both tests were done on the same server. I used a VPN to increase my ping to show the differences.
I've read somewhere that this artifical ping increasing stuff with the help of a VPN can be a rather tedious process when used for the goals of fighting lag compensation.
If my ping is on the low end (20ms) and my opponent has a ping of 100ms, often times he will have a competitive advantage over me because of said lag compensation in CS:GO.
So, in this case having higher ping and lower fps is more beneficial than having lower ping and higher fps?
If you get low ping to a game server, you can probably use 1000+ FPS and not experience any teleporting.
Even in CS 1.6?
And how low are we talkin' here?
.. sub 10ms = 1000+ fps with no teleporting?
Try out different FPS caps and see what works as it could change when playing on servers with high ping.
Yeah, this seems to be the way to go.
Does this mean that all this talk about "cap your frames all the time at this number or that number" isn't always the right thing because of another variable too - monitor's refresh rate?
I can easily maintain 500FPS online and it's much better than 100FPS
But you couldn't maintain 1000+ fps online because you were never able to bring your ping to less than 10ms?
My Nvidia Reflex Analyzer latency results on 360Hz monitor:
Uncapped 1000+fps -> 4ms average system latency
Capped 500fps -> 5ms average system latency
Capped 100fps -> 9ms average system latency
You can see the system latency diminishing returns there.
Why is 4ms the best average you could achieve? - (not saying that's bad or high.. just to be clear
).. is it because of your 360hz monitor limitation?
I see that in your case it's pointless to go above 500 fps in CS 1.6 then, because no competitive advantage between 500 and 1000.
Thank you for testing it like this.
Last question - is Nvidia's Reflex Analyzer best "tool" for tests like these or is it just the most user friendly?