Author Topic: Erratic movement above cl_maxfps 35  (Read 5838 times)

Offline Art

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Erratic movement above cl_maxfps 35
« on: July 23, 2005, 11:08:01 AM »
In reference to this http://tastyspleen.net/quake/forums/index.php?topic=781.0

After installation of win2kpro years ago, I found that quake2 would not run more than 60 fps. This was tested setting timedemo to 1 and running the drusher.dm2 demo. I had to use a utility like refreshlock and set my gl vsync to "always off". This worked and crusher runs at 150fps or so, which is plenty for my 5-6 year old system.

Here's my problem. I have to run cl_maxfps at 35 or less for reliable gameplay. If I go above 35, my jumping gets unreliable in that sometimes I don't jump when that button is pressed. This mainly happens when speed jump/strafe/running. About every 3rd or 4th time the jump button is hit during this activity, nothing happens, resulting in not being able to maintain speed and sometimes falling off ledges.

I can set my cl_maxfps to 100 and make the big box jumps, like on dm8 gl boxes, so I know it works.

Over the years, I've just resigned to the fact that I have to play at 35. It's been a while since I've brought this up and was wondering if anyone else is familiar with it and has a solution.
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Offline PANTONE 7717C

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Re: Erratic movement above cl_maxfps 35
« Reply #1 on: July 23, 2005, 12:51:25 PM »
The maxfps in Q2 is pretty weird. Every time when I re-install Q2 (after a system cleanup) I run into problems with the 60fps 'lock'. Disabling v_sync has become second nature but that does not always seem to make a difference. From what I know when v_sync is disabled it's best to keep the game's maxfps rate close to the monitor's refreshrate. Otherwise you might see some glitches when moving fast.
The effect you described (the sticking to the floor) is the reason I don't use insane high maxfps settings (right now I use maxfps 70). I also like to disable all XP and/or R1q2 mouse acceleration features as they mess up my mouse's sensitivity and might also have some influence on the timing of the jumps ingame. Anyway, what I usually do to get past the 60fps is disable the 'gl_swapinterval' command.

set gl_ext_swapinterval "0"
Default: 1
Description: Toggle the use of the swap interval between frames.

set gl_swapinterval "0"
Default: 1
Description: The delay between frame buffer swaps.


This usually does the trick for me, but I just tried getting the timerefresh back to 60 again but for some reason it didn't work. Still it might be worth to play with those settings.

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Offline Art

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Re: Erratic movement above cl_maxfps 35
« Reply #2 on: July 23, 2005, 01:38:35 PM »
Pan, you hit the nail right on the head. I set both gl_ext_swapinterval & gl_swapinterval to "0" for a quick test in dm8 and it worked ! No more "sticking" to the floor up to cl_maxfps "75", which is what my monitor refresh rate is.

I tried 100 and it was much improved with the swapinterval settings disabled. I occasionaly "stuck" to the floor but noticed it was only at certain points in the map, like on the narrow walkways with walls on each side of you. Where only one wall, or none were present, all was good at 100. I'll play around with these cvars later when time permits.

It might be my imagination, but I seem able to jump a little farther with these settings. Quake2 will be a slightly new game for me now
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Offline PANTONE 7717C

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Re: Erratic movement above cl_maxfps 35
« Reply #3 on: July 23, 2005, 05:32:53 PM »
You're welcome. I hope it's fixed for good, because as I said that whole maxfps-thingy in Q2 is pretty weird:) It's probably the reason this game is the only game where you can do those crazy (but cool) "doublejumps".
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Offline Bleach

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Re: Erratic movement above cl_maxfps 35
« Reply #4 on: July 23, 2005, 05:55:29 PM »
wait... will those fix the dbl jump problem r1q2 presented me? i can hardly hop to YA from floor on q2dm1 since i got it, though im getting used to it now i still miss my vanilla l33t jump skillz
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Offline daelmun

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Re: Erratic movement above cl_maxfps 35
« Reply #5 on: July 23, 2005, 06:04:04 PM »
set cl_async 0
set cl_smoothsteps 2


or at least the cl_async 0, that will make the horrid r1q2 physics defaulted.
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Offline tr3y

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Re: Erratic movement above cl_maxfps 35
« Reply #6 on: July 24, 2005, 07:05:07 AM »
I also have the problem with jump not always responding ever since iv started q2 again.  I have been thinking it was just my keyboards spacebar but after trying both those settings at 0 it seems to happen A LOT less if at all.  It does however seem to create a strange graphics glitch for me, almost like a blurred horizontal line/glitch in the graphics across the screen when moving at higher rates of speed.  Also if I set cl_maxfps to anything lower than 100 my q2 seems to studder, just looks choppy and hard on the eyes, although the jump not responding problem seems to happen even less at lower maxfps. 

I am going to keep messing around with different refresh rates and maxfps settings.  I would really like to get it to feel more responsive like the above settings do, but keep the framerate smooth if at all possible. 

On a side note I also feel the mouse is less sensitive to me at lower refresh rates and feels better the higher I go.  I can lock the refresh up to 120hz in 1024x768 or up to 160hz in 800x600.  The mouse just feels more accurate the higher I go, at the cost of jumping feels less responsive the higher the refresh.  At this point I think I would just like to find a middle ground to play at.
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Offline Laurelin

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Re: Erratic movement above cl_maxfps 35
« Reply #7 on: July 24, 2005, 10:03:08 AM »
Quote
I also have the problem with jump not always responding ever since iv started q2 again.  I have been thinking it was just my keyboards spacebar but after trying both those settings at 0 it seems to happen A LOT less if at all.  It does however seem to create a strange graphics glitch for me, almost like a blurred horizontal line/glitch in the graphics across the screen when moving at higher rates of speed.  Also if I set cl_maxfps to anything lower than 100 my q2 seems to studder, just looks choppy and hard on the eyes, although the jump not responding problem seems to happen even less at lower maxfps.

Exactly the same thing happened to me. I set my screenmode at 800x600 8bpp on RefreshLock, 100hz. It seems to have gotten better. Yet It could be better. So far that's my middle-ground.

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Offline tr3y

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Re: Erratic movement above cl_maxfps 35
« Reply #8 on: July 24, 2005, 10:20:34 AM »
I seem to have figured something out.  With both gl_swapinterval and gl_ext_swapinterval at 0 and cl_maxfps 120 it feels very responsive, no slipping at all and still running at 100mz refresh.  After some testing with different maxfps and refresh rates I think I have discovered that if your maxfps is same or lower than your monitor refresh rate you experience the slipping effect or non responsive jumps/movements.

I kept trying 100fps and lower, tried 90,75,60 ect... and it was just to choppy but did seem to help the problem a little.  With a maxfps of 120 I can now keep my high refresh rate (100hz) so the mouse feels good, the maxfps is 120 so the game plays very smooth and easy on the eyes, and those two above swapinterval settings at 0 seem to be the key.  I am wondering if it would feel even better at say cl_maxfps 90 and turning down my refresh to 85hz, but im tired of messing with it and it feels very good to me now so it will have to wait until anotehr time :P
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Offline Bleach

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Re: Erratic movement above cl_maxfps 35
« Reply #9 on: July 24, 2005, 11:32:28 AM »
set cl_async 0
set cl_smoothsteps 2


or at least the cl_async 0, that will make the horrid r1q2 physics defaulted.
thx dael.. i did that, had to crank my fps up some to account for cl_async but my god that is so much better  ;D
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Offline Art

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Re: Erratic movement above cl_maxfps 35
« Reply #10 on: July 25, 2005, 06:49:10 AM »
I seem to have figured something out.
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Offline tr3y

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Re: Erratic movement above cl_maxfps 35
« Reply #11 on: July 26, 2005, 05:17:00 AM »
Just and update, I know only use gl_swapinterval 0 and leave the gl_ext_swapinterval 1.  Not sure if it works the same for everyone, could vary by vid card ect.. but the ext_swapinterval setting at least on my pc gives the game a bit of a studdering or choppy feel to it, although the movement still felt good with it at 0.  I found the movement feel stays the same with that one back at 1 and it seems to run smoother as well.

I also didnt notice this before but the gl_swapinterval setting while at 1 I can only pull 100 fps when doing a timerefresh, while setting it to 0 I get 295+ fps on a timerefresh.  Its almost like my vsync isnt disabled without it set to 0, or it just runs a hell of alot better with it at 0 not sure which :)

But ya Art, mine is the same way as far as the maxfps setting goes.  Now if I could just get my hands on a logitech mx518 gaming mouse with 1600 dpi sensitivity... but thats another thread :)
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Offline Art

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Re: Erratic movement above cl_maxfps 35
« Reply #12 on: July 30, 2005, 12:29:45 PM »
gl_ext_swapinterval "1" seems to be better for me also.
gl_swapinterval  "0"
cl_maxfps "120"
Still a little sticking to the floor. I suppose I'll never completely get rid of it above maxfps above "35" with my present system.

Timerefresh with settings above on dm1 in the middle of the arena is 180. Crusher.dm2 runs at 87 fps. Gameplay is fairly smooth.
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