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Author
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Topic: Nat's framerate fix
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bmr Pilot
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posted 06-16- 09:41 AM
I slapped together a mission with about 25 planes. Framerate was between 25 and 50 depending on the action. With some tweaking on a fast machine I think you could have fairly large missions at playable frame rates.IP: Logged |
semmern Pilot
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posted 06-16- 10:17 AM
25 planes! Wow. How?? (I know, I'm a great poet...NOT )IP: Logged |
Razer Pilot
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posted 06-16- 10:52 AM
I've played with the desireddisplayrate before and it was my understanging that this just switched the swithcing distances on the planes to swithc thru the LODs a lot faster then normal. I have this set real high so I can judge want the lower LODs are doing and it helps when I'm working on the lower LODs. if you lower it it will make the nice detailed models stay in view longer but kill your FR's. There's many things we can try but the fact of the matter is we have a 2 year old render and there's nothing we can do unless the programs can update the render. This would include DX8 support and "enhanced" rendering but this is all in the air so I'm not sure what we could really do. I've come to learn that IL-2's can push all the polygons they say it can since I got the new GeForce3. We could do the same things they do if the renderer could handle it. This is an age old discussion and one that we really haven't found a solution for yet. but yes, if you raise the displayrate it's pretty much lowering the switching distance which is a problem on someplanes since they only have 1 LOD (high detail only) (p39, and hurricane I know) and you would have parts just flying int he air. [This message has been edited by Razer (edited 06-16-2001).] IP: Logged |
bmr Pilot
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posted 06-16- 11:37 AM
Read Nat's post from yesterday. I think that what I am seeing is a combination of a very fast machine and the high desired display rate settings. I have not seen any problems with performance of the game so far but will post if I do. However the much higher frame rates I am seeing are consistant and have improved the games performance for me by a wide margin.IP: Logged |
bmr Pilot
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posted 06-16- 11:43 AM
BTW I believe Razor's explanation about why the frame rates increase is correct.IP: Logged |
Nat JAG
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posted 06-16- 11:43 AM
Sorry Tony, but I have to fully disagree with you on everything you've said about it altering the switchin distances etc, quiet simply, it doesn't. After bmr posted his findings I pushed my settings upto 200 desireddisplayrate and maxfrrate, and I can whole heartedly tell you it doesn't affect switchin distances, if it did I'm sure I would be able to tell, aircraft simply wouldn't look the same as they do normaly, but they look as good as ever, as I'm sure bmr will tell you also.So, whats happening, well seems to me that game speed restrictions are lifted allowing faster machines to run the game at the speed they are capable of, WITHOUT any detrimental effects whatso ever. Even if it did actualy change the LODs, do you realy think that would make FRs jump from his previous 45 or so, upto 200+? No, the game is running faster on faster machines with no bad side effetcs  IP: Logged |
Razer Pilot
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posted 06-16- 11:50 AM
hmmm, then I did something else to screw my switching distances up.IP: Logged |
Nat JAG
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posted 06-16- 11:50 AM
as an extra note, although I've used the high settings with alot of different aircraft, and have seen no LOD effects, I'll take my common mount as an example, the Mig3, it has 3 LODs, 1 high detail, a second lower, but the 3rd is only 4 sided, like a box on it's point, these haven't altered in thier switchin distance at all because I switch them as early as possible anyway, I would now be able to realy see the box body if it switched in earlier, there are also a number of smaller parts set to switchin only very close, and they are normal aswell, I realy can't see any LOD effects going astray, I also fly the B17, Lanc, Spitfire1a, 109e4 in regular test missions, also with no LOD effects.IP: Logged |
Jerry Pilot
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posted 06-16- 11:58 AM
I'll ask again, what is the advantage of a frame rate of 100 or 200 over one of 75? Visually the eye can't detect any changes that fast, can it? And if your CPU/video card are working to maintain a 100 to 200 FPS won't that affect other calculations (physics/FM)? Even with my system (1.2ghz Athlon, 32mb GeForce2 GTS, 512mb 133 ram) a busy mission (especially with the Pacific terrain) will slow my FPS down into the 20's. So why would I want to tax my CPU/video card with unnecessary high FPS when they have trouble handling busy missions? [This message has been edited by Jerry (edited 06-16-2001).] IP: Logged |
Razer Pilot
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posted 06-16- 12:00 PM
Even if you can't see that high it's good to have a lot of extra FR's since they wont always be constent. You always get a drop in FR's in the middle of action so that's why you always shoot for really high Fr's so the game is smooth in the heat of combat.IP: Logged |
Jerry Pilot
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posted 06-16- 12:07 PM
So you're saying that no matter what FPS I'm running, that a game action hit on FPS will be the same? That if the hit causes a 25 FPS drop at 150 FPS it will also cause a 25 FPS drop at 75?  Isn't the reason for the drop in the first place because your CPU/video card get overloaded? And if so, aren't they more likely to get overloaded if they're trying to maintain a 150 FPS vs. 75 FPS? IP: Logged |
Razer Pilot
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posted 06-16- 12:14 PM
Well, the drop would be the same amount but if it drops from 150 to 25 it's not going to drop from 75 to 25 it would be more like 75 to 0.  It drops in the action due to all the stuff going on, planes flying, guns firing, parts blowing up, planes blowing up, and the phyics engine working overtime. plus you have textures and polys for planes, terrain, and clouds all floating around. i used to have a diagram for what a "game" uses on a computer and how programmers work to setup the system. But i've seem to misplaced it somewhere. Anyway, shoot for higher FR's your not really putting a strain on the card cause even if you set it for 200 the card probably can't do that and will only go as high as it can. [This message has been edited by Razer (edited 06-16-2001).] IP: Logged |
Jerry Pilot
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posted 06-16- 12:28 PM
Thanks Razer.  IP: Logged |
Nat JAG
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posted 06-16- 12:38 PM
Just what Razer has said Jerry, I did post this in the other thread, but I'll do it again...Imah#gine this, the Standard settings are restricting SDOE to playing the game at speeds within the margins set, not allowing your PC to run the game as fast as it could, so when you put lots in a mission, you start to slow down from the max setting in the ini file, OK, now imagine you raise the settings as bmr and I have done, allowing the game to be run as fast as your machine can possibly go, then you load up the mission.. the FR's then come down from it's top speed, rather thn it's limited speed, so that overall you get much better FPS with more aircraft in a mission because the start point for the game to slow down from is much higher, see the ini setting is restricting high end PCs from performing at their best it fixes the highest speed the game will run, adding more stuff then slows it down from that point simply because your pC isn't allowed to run faster. Atleast, thats my understanding from all the tests I've done and from bmrs findings of having 25 aircraft flying, I'm sure he wouldn't get those high FPS if he set it back to a limit of 70 in the ini I have to agree though that this is quiet unusual, normaly games don't aren't restricted in how fast they can perform, they are allowed to run as fast as your pC can go, but that doesn't seem to be the case with SDOE for some strange reason. Still, it weould be nice for anyone else with a high spec machine to post any findings, I know it's much better for my Duron 900/Voodoo3 combination, and obviously much better for bmr, but the more reports the better I always say  IP: Logged |
bmr Pilot
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posted 06-16- 12:44 PM
I just did the same kinds of tests as Nat and I don't see an effect on the lod using the high settings. High framerates are important to the extent that my average framerate is much better and thedips caused by high activity aremuch better.IP: Logged |
Pye Pilot
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posted 06-16- 12:58 PM
Your should leave the Max frame rate at 75,,Your monitor refresh rate ,, or mine anyway ,, is 75mhz at 1024*768 SO save taxing the CPU any more in a wasted fashion that only boosts your ego.. You should, if you have the option,, is pump that extra power into the option ' Render frame rates ahead!.. this is an option withing Geforce 256 tweaker,, called NVMAX.. **Provided your PC is fast , Only go high on this option if you got the graphics memory and you have your AGP X4. Set your AGP Aperture to your Memory size going no Higher than 256Mb if you have more memory it's only a reference address and only uses it if it need it** When you raise frame rates above your monitor refresh rates,, your pc strains with more planes on screen.. so your capping you max capacity... If you want to use that power,,Increase your DesiredSimRate=20 in INI file to get your physics engine even more accurate!! thats not wasteful! I think anyway! 
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Airlift Cadet
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posted 06-16- 12:59 PM
Looking at the sdemons.ini file I also noticed DesiredSimRate=20 and also MaxFrameRate=30 and MinFrameRate=10. Does anyone know if these also affect the framerate? Just one more question, how do you display the framerate while playing the game? ThanksIP: Logged |
Bryan Russell Pilot
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posted 06-16- 01:48 PM
I won't go into the down and dirty details, but in essence, the DesiredDisplayRate is a cap on the rendering rate, while the DesiredSimRate is the desired nominal simulation rate. The DesiredSimRate may be fixed at 20 in code, despite the ini setting.When things get really slow the Simulation Rate takes priority.The theory being that its much better to have the planes flying OK at 5 FPS than erractically at 50fps. When the game is faster than the above example, but perhaps hovering around the DesiredSimRate value i.e. 20, the DisplayRate will start to be sacrificed so the sim code is happy. There may be some sort of balancing algo based on the relativness of the values, so if you set the DisplayRate really high, you may be able to weight it towards DisplayRate. The bottom line is that so long as the FPS counter is hitting 25-30, your game experiance is going to be pretty good. If you adjust DesiredDisplayRate and this FPS goes up, especially for large missions, then all it means is that you are trading Simulation rate for Display rate. I definitly wouldn't be doing any FM testing while this was happening. These values have no effect on the visual aspects of the game. BTW the MaxFrameRate ans MinFrameRate settgins are not used.
------------------ Wings with Wires Go here for info about the Unofficial Patch IP: Logged |
Nat JAG
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posted 06-16- 02:01 PM
then I'm at a complete loss to explain the massive increase in FR Bryan.. any ideas?I have my ini set at maxdesiredsimrate=100 and maxfrrate at 100 and my overall FR's have increased greatly, bmr uses higher settings on his faster machine as saw an even greater rise, I can't believe that this is related to how the physics works, I may be wrong ofcourse because I'm not a programmer and haven't see how this stuff works in code, I only know how great the game is now after making those changes. Personaly I wont be going back to the slow SDOE, but again, I would like to see the results of others that have actualy tested these changes. IP: Logged |
Razer Pilot
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posted 06-16- 02:14 PM
What if you add FPSMindBlowing=1 in the code, would that help us out?  IP: Logged |
ArgonV Pilot
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posted 06-16- 03:13 PM
Just a note and FYI.The DesiredSimRate setting IS used by the game. The higher up the number is, the slower your DOF movements will be... IP: Logged |
Nat JAG
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posted 06-16- 03:39 PM
LOL, sorry Argon, I've not noticed that either yet, which DOF's are you talking about? I mean, if bmr has his set so high, his DOF's should hardly move at all what did you see the slower DOFs on? I haven't seen this on aircraft parts or gun positions yet, is it somethine else?IP: Logged |
Da Jug head Pilot
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posted 06-16- 03:39 PM
Max Sim Rate and Max frame rate are interactive. Increasing the max sim rate will slow the game on a slower machine because more physics calculations are being done ( mor frames). SDOE is special in that it was one of the first sims to allow you to adjust the phsics rensering rate as well as the polygon rendering rate.If you were averaging 30FPs on your video card and had the sim rate set to 10 FPS, this means SDOE calculates the effect of controls, speed, wind, etc once every 3 video frames and interpolates the positions for the inbetween frames. This effectively helps unload the CPU when it has to do polygon setup and shift that to the video card that does the rendering. If video frame rate drops below sim rate, the CPU would have to wait for the bus to clear to the card to send the polygon position to the card. Now- with faster cards and machines, especially cards with their own polygon setup engines (read as GPU), this changes the situation smoewhat. Let's say SDOE was programmed to resolve a problem in so many steps, each step is a clock cycle. It then pushes the results out as fast as possible until the max frame rate is achieved. Now what does it do if both the video and sim rate hit their max numbers?- twiddle it's thumbs.  Remember that each problem is resolved in a specified number of steps. If more clock cycles are available in a certain amount of time, the results are arrived it in less time but still in the sam number of steps. Setting these numbers too high on a slower machine causes the game to try and play a balancing act between the two and deliver the most important info at the cost of reduced speed on the other frame rate. With many more clock cycles freed up this barrier starts to be removed. Where an older machine needs to set up the polygons in the required clock cycles and then use another cycle to shift the data to the video card, if the card has a GPU all the CPU has to do is shift the tinfo tho the card, freeing more time for physics modeling. Get the idea how these affect each other? On a fast machine with a GPU and LO'ts of clock cycles, keeping the sim rate low allows it to work on more aircraft in the same amount of time. I think if you kick the sim rate up really high, you'll see the number of aircraft you can use in the game fall off. On the sim rate- increasing this will give more realistic performance up to a point and then things start to get uncontrollable as every little twitch is picked up by the computer instantaneously. Really you should leave this at 30 max as it seems this will start to cause a slowdown on some of the other operations beyond this point, while making others uncontrollable. Hope this shed some light on this. [This message has been edited by Da Jug head (edited 06-16-2001).] IP: Logged |
ArgonV Pilot
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posted 06-16- 03:51 PM
Nat, try lowering your landing gear and see how long it takes...  IP: Logged |
Nat JAG
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posted 06-16- 04:19 PM
Just to clarify here guys, cause I'm sure I've used ncorrect terms in some of my posts, the 2 settings I have cganged (copied from my ini) are these:DesiredDisplayRate=100 MaxFrameRate=100 I haven't altered the DesiredSimRate=20 As they are very close in name I'm sure I've mixed them up and possibly led people to believe I'd made some changes that I actualy hadn't, infact I'm sure Razer thought I menat that I'd changed the DesiredSimRate, when I actualy meant I'd changed the DesiredDisplayRate, 2 very different things that I've mixed you guys up with, sorry, in the other thread that started to cover this I did post exactly what they were, but here i haven't, thought I'd better do it now though  [This message has been edited by Nat (edited 06-16-2001).] IP: Logged |
bmr Pilot
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posted 06-16- 05:15 PM
The desired display rate is the only setting I have changed. Other than the very high frame rates I have described, I have not noticed any other changes- and definitely nothing bad. I believe that Nat has found an interesting way to improve performance on sdoe. Again I don't know if any of this would make any difference unless you have a fast machine.IP: Logged |
Bryan Russell Pilot
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posted 06-16- 08:45 PM
I just typed a whole lot of stuff on why changing the DesiredDisplayRate doesn't help games with heavy action (i.e. those that would normally be low FPS) but really all of that stuff would probably confuse the issue.The bottom line is: This setting is not going to help unless you are already approaching the DesiredDisplayRate setting anyway. Quake players always maintain that 60fps is the minimum required to play, despite 30fps being around the comfortable level of human perception. I think that this is probably becuase the game rate is related to the display rate, and therefore mouse inputs and input response in general is going to be better with a higher FPS. In SDOE, the DesiredSimRate is hardcoded to 20FPS (at least in the patch). This is used for all input and everything else except for actual display. The net effect is that having a Display FPS rate higher than 20FPS is not going to enhance your game experiance that much. BTW the slowing down DOFs ArgonV is seeing is becuase the DesiredSimRate ini setting is used to seed the tick value, which is used as the basis of "real time". At the end of the day, if you change the setting, and it makes you feel better about the game, do it. At a second look, the Sim rate isn't effected unless Display FPS goes below 5 fps anyway, so it really does no harm. One other thing to remember is that saying a mission has 25 aircraft is not a frame of reference to compare FPS. As an example, on my machine, a Athlon700 w/ GF1 a 25 plane mission with all planes on the ground gets about 17fps. Once all the aircraft takeoff the FPS goes up to 30-60, depending on what is in the view. This is due to the collision detection. the same is true for 25 aircraft widely seperated (high FPS) versus 25 aircraft in formation (low FPS). There are plenty of other factors as well. ------------------ Wings with Wires Go here for info about the Unofficial Patch [This message has been edited by Bryan Russell (edited 06-16-2001).] [This message has been edited by Bryan Russell (edited 06-16-2001).] IP: Logged |
ArgonV Pilot
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posted 06-16- 09:04 PM
Nat, now youre making sense!  IP: Logged |
Nat JAG
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posted 06-16- 10:43 PM
Bryan "The bottom line is: This setting is not going to help unless you are already approaching the DesiredDisplayRate setting anyway."I fully agree on this point, thats why this was originaly intended for people with high end machines, as a "for instance", on my Duron 900 (@1Ghz) with the Voodoo3 2000, before I changed the setting I would max out around 45 FPS, but now I maxout at 97, that is realy the ultimate max with full detail settings, meaning nothing in view other than second level LODs of a single aircraft nothing else in the mission and nothing else in view, but where we're realy seeing the difference is that faster machines are performing better now with more aircraft, myself I can't run any faster, the Voodoo is holding it back now, but I do think that it seems by just changing the DesiredDisplayRate to a number that more acturately represents what your PC can do at it's best yields better results, again though this is intended for high speed machines, but then, if they can do it, then thats cool, atleast someone gets benefit from it, the thing in the end is we're not worried about how high the FPS is with a single aircraft, we always wanted more aircraft in the air, and this realy does seem to have helped to do that, atleast for myself and bmr, so far I've not read from others that may have changed this, I doubt maney have because they'll be following the conversation to decided on if they should or not c'mon guys, if it doesn't help you can always change it back lol. What I could do ofcourse is make a large mission, and note the FPS with the old settings, then run the same mission with the new settings, and see if there is a differnce, I'm honestly pretty sure there will be, but it'd be worth the test  IP: Logged | |