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CoD Problems, Errors and Help
Call of Duty not working? Need Help? Got useful tips on (technical) difficulties you experienced? Post all your problems and suggestions here!

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Old April 22nd, 2007   #1
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Default FPS are capped at 60

I set
seta com_maxfps "200"

but still get just 60 fps, how do I uncap it??

win xp
intel 6800
nvidia 7950 gx2 512
2 gig ram
viewsonic vx922

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Old April 22nd, 2007   #2
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Default Re: FPS are capped at 60

Is V-sync on?:P Whats yer desktop resolution, and you have a series 7 GFX card, make sure you use 91.47 drivers, and not the latest ones, they have issues with series 5, 6, and 7 cards.
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Old April 23rd, 2007   #3
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Default Re: FPS are capped at 60

You're complaining about 60fps? I'm lucky to get 30


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Old April 23rd, 2007   #4
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Default Re: FPS are capped at 60

60 FPS is the perfect ammount, you REALLY can't see any different between 200 and 60 FPS, as I've tested it out in various games...however, anything below 60 FPS and you can notice a difference, so if you get perfect 60 FPS and nothing lower, than it's all good. :P
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Old April 23rd, 2007   #5
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Default Re: FPS are capped at 60

Same problem here, im using a 6800 ultra and a Toledo at 2.76ghz. Even at 1280x1024, all maxxed out, 8xsAA, 16xAF, 4xTSAA, and the game caps me at 91fps...
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Old April 23rd, 2007   #6
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Default Re: FPS are capped at 60

Thanks, Mkilbride I turned off V-Sync and FPS went to 200. Your also right I can't tell much if any difference in performance but it makes me feel better

I thought (wrongly) the fps thing might be part of a larger problem I've been having with lag.

For YEARS now I get what seems to be constant lag. Literally have not had a smooth gaming experience since about 2002. Playing fast paced games like Team Fortress Classic or COD are futile. I only play COD now thanks to "crouch only" servers that are slow paced and mostly playable.

Had different modems, monitors, computers with different configurations and even different homes, the only common denominator is Comcast Cable but my connection seems fine as far as latency on servers or web surfing.

any thoughts?
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Old April 24th, 2007   #7
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Default Re: FPS are capped at 60

You might not "see" any difference between 60 FPS and 200, but it makes a performance difference. Your player model will be performing faster, as the frame rate is tied in with how the code translates your player's movement - faster frame rate for your player = faster player performance.

If this is a monoeuvre of some kind - jumping, going prone, ducking round a building, etc - then your player is "literally" moving faster at 200 FPS then at 60 FPS.

Classic proof of this: COD server FPS defaults to 20. make it 30 (without PAM mod), and all the timing goes up the wall - bombs go off too soon, HQ timing goes wired, etc. All because the code frame rate is moving faster.

Another proof - its well known that you cant make certain jumps in COD/COD2 unless you have a FPS in excess of 125. This is because the faster FPS equals to making your player model simulate velocity - the faster it moves, the more velocity it has, and hence the player model jumps further because of it.

Last edited by Tally; April 24th, 2007 at 12:49 AM.
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Old April 24th, 2007   #8
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Default Re: FPS are capped at 60

Quote:
Originally Posted by Tally View Post
You might not "see" any difference between 60 FPS and 200, but it makes a performance difference. Your player model will be performing faster, as the frame rate is tied in with how the code translates your player's movement - faster frame rate for your player = faster player performance.

If this is a monoeuvre of some kind - jumping, going prone, ducking round a building, etc - then your player is "literally" moving faster at 200 FPS then at 60 FPS.

Classic proof of this: COD server FPS defaults to 20. make it 30 (without PAM mod), and all the timing goes up the wall - bombs go off too soon, HQ timing goes wired, etc. All because the code frame rate is moving faster.

Another proof - its well known that you cant make certain jumps in COD/COD2 unless you have a FPS in excess of 125. This is because the faster FPS equals to making your player model simulate velocity - the faster it moves, the more velocity it has, and hence the player model jumps further because of it.
I would have to disagree... Frames per Second means shows how many frames are rendered every second. If you have a low fps you will have a choppy gameplay.
This choppiness is not a perceived flicker, but a perceived gap between the object in motion and its afterimage left in the eye from the last frame. A computer samples one point in time, then nothing is sampled until the next frame is rendered, so a visible gap can be seen between the moving object and its afterimage in the eye (If you have a low fps). This does not mean that you do not move in the gaps. Two examples:
1. You jump from A to B with a low fps (fps <15). You see less frames than a player with a high fps would but you still jump as far, but with small gaps in the timeframe that you will notice.
2. You jump from A to B with a high fps (fps >25). You still jump as far as a player with a low fps would but you see your jump smoothly without the choppines..

As far as I know it's impossible to jump further with a high fps. The only explonation I can give for your two "proofs" is that the player with a higher fps can jump more precise (meaning: at the end of the box if you jump from box A to box B) as he can see more frames in his movement so he can jump on the very edge. A player with a low fps would have difficulties with that because he is skipping frames and thus can not jump as precise as a player with a high fps would.

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Old April 24th, 2007   #9
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Default Re: FPS are capped at 60

There are certain "sweet" FPS settings that do allow higher/longer jumps, 125FPS and 333FPS are two that spring to mind. I have never tried 333FPS, but 125FPS definitely allows higher, longer jumps. These are often necessary for exploits like:-
jumping out of the map in Stanjel
In Dawnville & Neuville there are a couple of spots that can only be got to with 125FPS (or another "sweet" setting)
Google "cod jumpers" and download a few demos. I don't think the extra is achieved through "velocity" or "inertia", but rather through a mathematical rounding anomaly.
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Old April 25th, 2007   #10
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Default Re: FPS are capped at 60

Sorry you disagree with me over how the COD game engine works. However, what I have said is correct, and is not a personal view - its well known. Its just how the Q3 engine works: higher FPS translates to greater velocity when jumping.

FPS has 2 phenomenon to the game: the effect on the human viewer (the person sitting in front of the screen), and the effect on the movement of the virtual player model. One is all about perceivable effects on the human eye, the other is all about the way the game engine creates virtual versions of thing like speed and velocity. Dont confuse the 2.

If you ignore the complexity of the Q3 engine for the moment, in essence, its just a form of Stop Frame animation. To cover any distance between point A and point B on a map, or perform any kind of "movement" in the game, its a set number of individual frames of animation to cover the distance, or make the movement. The faster those frames are run, the "faster" the player model either covers the distance between A and B, or completes the movement. This translates into virtual forms of speed, velocity, and inertia, which is then conversely transmitted over your internet connection to the server, which then renders it back.

Turn Vsync on and go try playing again. You can not be anywhere near as fast as you were before with VSync off, because the animations are no longer running as fast. Ergo, your player's movement - all of the game's virtual forms of speed, velocity, and inertia - are stunted by it.

Turn it off again, set your com_maxfps to 333, and every movement you make in the game will be faster than if it was set to 60. The game has a built in cap of 125, but setting com_maxfps to 333 kind of breaks out of that cap a little, and is the fastest FPS speed in the game.

Last edited by Tally; April 25th, 2007 at 01:29 AM.
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