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#1 |
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DriverHeaven Extreme Member
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What you need to know about Frame Rates and Online Gaming
What you need to know about Frame Rates and Online Gaming By: Mike “the neon cowboy” Lady. (5/1/2005) In the mist of many recent posts on the forum regarding FPS drops and unstable FPS as apposed to constantly typing out this and that’s. I have decided to write a response that should generally address most of not all of your guy’s problems or the roots there of. So that you and others may better understand a few things that most people appear to overlook. I’ll try to express this to the best of my abilities. The first thing I want you to understand FPS (Frames Per Second) are as a rule never is what you would call stable or consistent. That’s why benchmarks give an average instead of just the peak or lowest results. There are however a few exceptions to the rule that I will also explain what they are. There are many factors that directly and indirectly affect your FPS here are the main ones I will briefly cover here.
Last edited by The_Neon_Cowboy; Aug 15, 2005 at 07:07 PM. |
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#2 |
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DriverHeaven Extreme Member
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Single & Multiplayer: The game and engine it self The way and method and quality of coding rendering will have an adverse affect on every aspect of the game. OpenGL and Direct X are two major languages but there are many different versions and different ways of doing things. Including how the or with what the game was complied. Optimizations for any specific situation, card specific, or brand specific or lack there of again adversely affects how well how poorly a game plays. Also the amount and quality of testing on the developer end. Which not only affects performance or what we call “BUGs”. For example a game that was tested and coded only one set or brand of hardware is ultimately many times more likely to have problems. When the games ran on other none tested or not as tested hardware as most commonly seen with some endorsed games. The amount of ram you have This can be applied to your system memory and to your video card. In the case of your systems ram and lack there of adversely affects the way games and applications run on your system. The speed, latency, and dual channel are very important faste is usually better but I will focus on the other big factor quantity! For even just running windows XP and nothing else: surfing the web, instant messenger, MS word that’s about it…. You should have a bare minim of 256MB, although 512MB is recommended For occasional and light gaming to mild to frequent use You should have a bare minim of 512MB although 1GB (1024 MB) is recommended For frequent gaming heavy use or the latest games You should have a bare minim of 1GB (1024MB) although at this point more can give a lesser affect. You won’t see any major improvements in more at this point in time unless you run a lot of applications at once. Or you do things like video editing etc. That actually needs as much memory as possible. When your system runs out of memory or is lacking enough memory it begins to use something called virtual memory. Which is nothing more then a fancy name for the space on your hard drive that you system treats as it would physical memory. The problem is this is a major performance killer. You hard drive not only has a very slow transfer rate but it also has a very high latency. It’s the equivalent of trying to drive a car with the brakes engaged. In the case of your video card it’s important but it can be to a lesser extent. Although you can play most of today’s games with out the use of AA/AF, high resolutions, and high quality settings with a video card only having 64MB of ram. Your better off the more your card has. When 1st introduced people where skeptical about 128mb of ram the same as they are about 256mb’s today. 128MB of ram should be the minim you look for but 256MB is about to rain in as 512MB and even grater are just over the horizon. Think of it as future proofing as it stands with most titles you only see 1-5% gain for that extra 128MB of memory. But that will change with time and the advancement of games. When your video card runs out of ram it relies on what’s usually much slower system ram. The more ram you have on your card the less it needs the use of the system ram. Known as AGP Aperture a space of system ram addressed and made available for use by your graphics card. Thus it will improve performance to have more memory. But it will still page out unneeded textures to it for faster retrieval. Again leads you back to having enough system memory |
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#3 |
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DriverHeaven Extreme Member
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The over all power of your system
A major factor in how well games and applications run is the power of your system. The more powerful and up to date the system will of course run better. Then say a weaker or older system. The clock, fount side buss, cache, and processor supported optimizations. Things like dual channel, faster memory, lower latency support, just to name a few. This area in itself is a bit to complex to explain in a simple paragraph when entire books can encompass the subject entirely. But that say goes for every year machines and technology leap approximately 3 years! So that 1, 2 or 3 year old system in technology terms is 3, 6, and 9 years old! That’s why we power users and gamers upgrade so much. Sell the old and use that money towards buying the new is the best approach. The power of your video card hardware One of the most important parts in any system especially for gaming is your video card. The better your video card the better your gaming experience. But again if you have a weak system it doesn’t matter if you have the best card on earth. It won’t help you past a given point because you system will be holding it back. The proper setup and configuration of your system Is crucial! The latest drivers and proper settings can make a great system screaming fast!! But the same is true in reverse! Older drivers, improper settings can make a great system crawl. On top of that proper tweaking can gain you any ware between 1-10%! It’s something you have to learn and practice you self. Others can only help so far each system /setup is often unique. Your video and in game settings If you’re running with high AA/AF or high resolutions and the in game settings on high you’ll need the proper hardware to back it up. Trying to run a game at more then you system can handle will undoubtedly result in low or problematic FPS! The resolution, AA/AF setting, refresh rate settings, V-sync settings, detail settings among other all have adverse effects on your FPS. What you’ve got running Any programs even common one like antivirus, messengers, printer utilities etc… Anything that’s running weather there is a tray icon for it or not can affect your FPS and cause them to dip when they access the CPU or memory. Single player FPS What’s on your screen? Unless it’s the same exact thing over and over with no changes or movement what so ever (Boy that’d be a boring game). Then your FPS will move up and down! In fact the only time they will ever be really stable is if your FPS are capped below the lowest point. Or as I said above nothings changing or moving on screen. This actually can make things a lot better especially when playing multi player it lets you distinguish LAG other plays from you own. I’ll explain lag shooting later on. |
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#4 |
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DriverHeaven Extreme Member
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Multiplayer a whole new ballgame (Includes all the single player factors plus)Your network connection How your pc is physically connected to your modem and to the outside world. You can connect threw internal modem, a USB or an Ethernet modem. The best being internal though very rare considering the requirements of today’s broadband. Externals are the most common Ethernet designed for the task since conception is best, fallowed by USB which doesn’t offer as good of latencies. Dial up being the worst way of which to connect especially if you’re even considering gaming. A dial up over a USB or serial cable even being worse off! The quality of your internet connection Ranges from everyday interference to just a low quality internet service (dial up is always low quality). If anything interferes with the connection a packets are resent it seriously adds to the latency. Your latency, between you and the server The latency between your computer and the game sever. This includes any latency added by your network if you have one not just your modem. Think a packet travels from your pc, to a router or hub, where it’s resent to your modem, from your modem it goes to you ISP’s modem. At this point things are beyond your control! From there it goes, from node to node (internet sever, router, on the internets backbone) can be 1 can be several just depend on the distance you are from the game sever and the route your packet takes. Here is the killer at every single point latency was added!!! Dial up modems have a high latency to began with, you communications being translated from analog to digital. Bounced of off phone companies’ routers, 1 or two times before it reaches your ISP. Also the bandwidth is very low which packet resends add insult to injury etc… The latency of others, between them and the sever You herd me belief it or not the latencies of every single person connected to the game sever. If a few people have a not so hot connection it will affect you. You can h ave everyone with less then 100 pings (anything under 300 is game able but not recommended) and have one guy with 600-900 ping. Usually some dude on a dial up modem trying to play. Causes the entire sever and everyone play to effective lag and their FPS to drop become choppy or drop. The games net code quality or lack there of Net code part of is the coding of the game that handles the connection between you, the server and everyone else. Latency puts the quality of net code to the test… For example good net code when you shooting at some one and you cross hair or on them they take the damage. Some net code even allows for anticipation of when you will be in just a moment. Where and what you and they where just doing. For example with good net code you can have two people shoot at the same time a kill each other… where with bad one will die and the other will take no damage. Bad net code you can empty an entire clip at some one with your sights dead on and get not a single hit. It can be off and on. It can be with certain weapons. But when it happens it’s the games fault. The net code! It’s rather complicated…. Some times there are user add-ons or mods for game that improve or level the playing field. Because even with good net code, those with a lower latencies have a advantage over anyone with a bad or lesser pings. Sorry to be a bit blurry here… But I think I’ve gotten my points across… Last edited by The_Neon_Cowboy; Aug 15, 2005 at 07:07 PM. |
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#5 |
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DriverHeaven Extreme Member
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Online gaming and FPS
Now you know the net code and latencies we where talking about? Do remember where I talked about this in the single player section? Well now it times to put two and two together. Now not only do the affects and background and numbers of player on screen affect your FPS. Every single player, latency, including yours has now becomes your problem. Your computer can’t draw the screen properly until it get the X, Y, Z quadrants from the sever which gathers from and reports to each player. Even if you and everyone have a great connection and others don’t you will get a lower FPS and /or FPS drops. When you play online you will always get less fps then when you’re playing or benchmarking single player. That’s why playing over a high speed network at gaming events and LAN parties are so popular. 0 pings and almost inexistent latencies make playing a dream. No lag, higher FPS… Multiplayer gaming at its best!! Multi player gaming and lag shooting This is from my days of playing on a 14.4 K, 28K modem connection. It’s less important for those with great pings under 100. But for those getting 200-300 you’ll love this. As I explained before people with better connections have an advantage over player with higher latencies or LAG. You have the ability to see them first, move before their bullets hit you. Imagine NEO in the matrix. Not so far from the truth. When they shoot you could have already moved from where you where. When the shot registers on the sever they could of hit nothing but thin air! Cool eh? No it can really suck if you’re the man shooting. The laggy player could be moving and the player with the good connection seems to be unable to miss or when he fires you’ve moved and he can’t hit you worth a darn. His shot registers faster and more accurately. But that can work for or against you. This is part of why net play seems so much harder besides dealing with living, breathing and thinking opponents. Also why good net code is important but, even the best net code isn’t perfect online. (With the already mentioned exception of gaming of high speed networks) There is only one solution. The fine art of lag shooting that is nothing more then anticipating the other player movements and lag. This is better done when fixing or “capping” your FPS to just below it lowest point, it isn’t necessary to do it that way but it’s easier... Also using your disadvantage to you advantage! When you’re moving you’re far harder to hit. New player tend to stand and shoot and wonder why they get creamed AS for capping your FPS let’s say your Fps move from mid 60’s to 100. I would cap the games FPS via its configuration file or console command to 60 FPS. This allows you to differentiate between LAG and FPS changes. Because you FPS will be a fixed and stable number below your system capabilities. (Some even say it improves your latency a tiny bit by freeing up resources for other things). You can then figure out how far a head other the other player you must aim to get a clean hit. |
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#6 |
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DriverHeaven Extreme Member
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An Example Using Counter Strike Source
I fired up the latest fraps and counterstrike source using the map de_prodigy for this example. To give you good idea of some of what I’ve covered here in play. So you better understand at least part of what I’m talking about… This is using Cat 5.4, Windows XP SP2, Power Color ATI 9800 Pro 128MB, AMD 64 2800+ @ 1.8 GHZ, Socket 754, MSI "K8M Neo-V" K8M800, 512MB PDP PC3200LLK Cas 2-3-2-5, 120GB Seagate W/8MB Cache. ![]() Playing on my own local game sever with no players besides myself 145 FPS Playing on a online sever with no players no players besides myself 144 FPS Playing on a loaded sever with about 3 players on screen (Dead or alive) grenade marks etc... 76 FPS (The FPS was roughy the same even with no one on screen!!!.) Playing on a loaded sever with about 7 players on screen (Dead or alive) grenade marks etc... 44 FPS Did you notice the big differences in the fames per second? When there is any lag introduced by any of the players or when you have a lot of effects going on screen. FPS becomes very erratic sometimes spiking up or down. What a lot of people are calling “drops” where their Frame rate severely suffers for a short time. You need only stand still and look at the sky up to see your FPS rate rocket. Where you looking, what’s going on onscreen, and other payers all effect you fps. Most people are either unaware or don’t care of the many factors that cause this to happen regardless of what drivers or hardware your using but hold true for every game. Currently steam is beta testing a new VAC beta behind the scenes which has severely messed the game up for some of us. Some things are very messed up especially their net code. On a 32man sever with 2-8 players: I end up with something like 35 kills / 5 deaths and about a 90% hit rate, as in my shots register well, when I shoot someone they usually die unless they happen to land a head shot or catch me off guard (not likely). I’m killing most of their teams I seem like an awesome player. The same sever with 16 or more players: Most of the time something like 32 kills 28 deaths, about a 10%-30% hit rate, someone can be standing still and in some cases crouch and empty and entire 30 round clips and sometimes get 0 hits or 1 or 2. Other times shots register well. In cases others my shots will register poorly. Worse I’ve ever seen is a 60 “burst” shots 1 hit to have the guy finally turn and head shot me. I get killed by head shot 95% of the game. Shotgun head shots at zoomed AWP ranges real messed up stuff going on. The problems aren’t constant other time players can unload clips on me and “miss” far as the games concerned though I should of died. CS / CS:S is are Prime example of poor net code and lag compansation. On a side not are are some previous finding in regards to Classic CS and FPS drops http://www.driverheaven.net/showpost...71&postcount=1
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Last edited by The_Neon_Cowboy; Aug 15, 2005 at 07:11 PM. |
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#7 |
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DriverHeaven Senior Member
Join Date: Oct 2004
Location: Wigan,UK
Posts: 586
Rep Power: 0 ![]()
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nice work Neon
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#8 | |
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DriverHeaven Extreme Member
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Quote:
For those who are wondering I ment to post this a while back but I had submited it to be looked at for an artical and then I most of forgeten that I hadn't went a head and posted it yet hince the Cat 5.4 drivers
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Last edited by The_Neon_Cowboy; Oct 22, 2005 at 03:31 PM. |
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#9 |
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Uber Coffee Drinker
Join Date: Mar 2005
Location: Gatineau, Quebec
Posts: 2,254
Rep Power: 0 ![]() |
Nice article, Neon. Very informative.
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#10 |
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MedicalEntropy
Join Date: Jul 2004
Location: New Jersey
Posts: 294
Rep Power: 0 ![]() |
Deserves a sticky, I say. Needs to be proofread first :P (Although, I only see like 5-10 mistakes.)
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#11 | |
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DriverHeaven Extreme Member
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Quote:
thx neon!!
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#12 |
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-Thread Ender-
Join Date: Jul 2005
Location: Riverside, CA (right next to the f*ckin train)
Posts: 6,873
Rep Power: 48 ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
yeahm I'm glad I'm building a new comp, wuts the code to cap at 60 fps for Source? Also it that our current system you have right now? The one listed for source?
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