How to get the fps by acs?

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ibm5155
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How to get the fps by acs?

#1

Post by ibm5155 » Wed Nov 27, 2013 4:27 pm

So I'll try to make an automatic config that'll test how good is your computer, so if it'd slow it'll select a low quality effects to be used, if not...

So how can I get the framerates from the computer? (I think it's something related to cvar :S)
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RE: How to get the fps by acs?

#2

Post by ibm5155 » Wed Nov 27, 2013 4:31 pm

Fused wrote: LMAO

i knew you didnt know xD
I know how to make all the code, I just don't know how can I get that specific number called fps...

Or I'll need to make a costum build for that ? :s
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RE: How to get the fps by acs?

#3

Post by Lollipop » Wed Nov 27, 2013 4:33 pm

Fused you are being a really helpful guy right now, making fun of people is really the best way to encourage people to take initiative to learn new things. Thank you for contributing to this comminuty and bond everyone tighter together, we really appreciate the effort.

Why is this in your interest instead of allowing the players to set these settings themselfes?

Have you checked the zdoom wiki for information on this?
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RE: How to get the fps by acs?

#4

Post by ibm5155 » Wed Nov 27, 2013 4:36 pm

Lollipop wrote: Fused you are being a really helpful guy right now, making fun of people is really the best way to encourage people to take initiative to learn new things. Thank you for contributing to this comminuty and bond everyone tighter together, we really appreciate the effort.

Why is this in your interest instead of allowing the players to set these settings themselfes?

Have you checked the zdoom wiki for information on this?
Because it looks like people are being to lazzy to open a simple menu :s
this would be put to everyone, but people would be able to disable it and select a proper config manually... (So, who would never touch the menu wouldn't lag, and people who changed the config would be able to select the config the way they wanted)...
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RE: How to get the fps by acs?

#5

Post by Ijon Tichy » Wed Nov 27, 2013 5:12 pm

can't do it
vid_fps is just a toggle for the fps display, "stat fps" is a command

remember, ACS is meant to deal with the game and the game only, not the client

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RE: How to get the fps by acs?

#6

Post by ibm5155 » Wed Nov 27, 2013 5:23 pm

then why there's clientside scripts? :p

well it's bad =/ If I could get some client informations (like fps, client position [not the actor but yes the player, the position that he's spectating or f12 someone...])

It would be nice to see more clientside functions ,they 're really good for some specific situations...
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RE: How to get the fps by acs?

#7

Post by Ænima » Wed Nov 27, 2013 8:09 pm

ibm5155 wrote: then why there's clientside scripts? :p
To reduce net traffic.


Also, if you're trying to read a user's framerate (which you can't, unless some sort of change is made to the engine), then you need to make an exception for players who use a capped FPS, which might show as "low performance" on your proposed script even if that player has a good rig. (Then again, I don't know ANYBODY who uses a capped framerate ...)
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RE: How to get the fps by acs?

#8

Post by Klofkac » Wed Nov 27, 2013 8:36 pm

Ænima wrote: (Then again, I don't know ANYBODY who uses a capped framerate ...)
I'm using it on laptop to reduce the heat.
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RE: How to get the fps by acs?

#9

Post by Konar6 » Wed Nov 27, 2013 9:18 pm

Many of the comers from ZD (including me) use capped FPS actually, for example.
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RE: How to get the fps by acs?

#10

Post by Medicris » Thu Nov 28, 2013 1:30 am

Doom has always been capped. ZD is still capped. Controls are 1:1 with capped. Uncapped is actually less desirable control-wise, it's only good for smoothness. I'm sure many comp players can vouch for this.

Don't quote me on this, but from what I've been told it's because of to the engine still taking input at the same rate as capped and interpolating your mouse movements along with the rest of the world.

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RE: How to get the fps by acs?

#11

Post by Catastrophe » Thu Nov 28, 2013 3:40 am

Medicris wrote: Doom has always been capped. ZD is still capped. Controls are 1:1 with capped. Uncapped is actually less desirable control-wise, it's only good for smoothness. I'm sure many comp players can vouch for this.

Don't quote me on this, but from what I've been told it's because of to the engine still taking input at the same rate as capped and interpolating your mouse movements along with the rest of the world.
Personally uncapped framerate has worked the best for me, nice and smooth.

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RE: How to get the fps by acs?

#12

Post by Blzut3 » Thu Nov 28, 2013 3:46 am

Medicris wrote: interpolating your mouse movements
Not really. The mouse is sampled at the frame. The 35fps cap does however remove the movement interpolation so the view matches with the game state at the tic. Uncapped is known to give an ice skating feel to the game.

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RE: How to get the fps by acs?

#13

Post by Medicris » Thu Nov 28, 2013 7:06 am

Really? Even with vsync off and max pre-rendered frames set to minimum, the mouse feels a lot more "slidey" in fast motion than other games I have if the framerate's not capped. Capped, it's pretty precise and responds just fine to quick movement/snapshots.

I dunno. Guess I'm just bad with uncapped.
Last edited by Medicris on Thu Nov 28, 2013 7:18 am, edited 1 time in total.

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RE: How to get the fps by acs?

#14

Post by Ermac » Thu Nov 28, 2013 7:24 am

Medicris wrote: Doom has always been capped. ZD is still capped. Controls are 1:1 with capped. Uncapped is actually less desirable control-wise, it's only good for smoothness. I'm sure many comp players can vouch for this.

Don't quote me on this, but from what I've been told it's because of to the engine still taking input at the same rate as capped and interpolating your mouse movements along with the rest of the world.
Meaning that with capped (locked) fps on 35 and ticsperupdate 1, visual representation is exact to the client update transmission toward the server ?

If I enable fps reader, with vid_showfps 1 it says 28.5 ms (along with 35fps) and cl_ticsperupdate 1 is exact 28.5 ms interval; thus it's the most accurate; right ?
Last edited by Ermac on Thu Nov 28, 2013 7:25 am, edited 1 time in total.
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RE: How to get the fps by acs?

#15

Post by Watermelon » Fri Dec 06, 2013 4:19 am

IMO you should give users a toggle at the start and set it to some global variable with ACS.

Select your mode:
- Slow computer
- Okay computer
- Fast computer
- Awesome computer
- Crysis 3 on max detail computer

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RE: How to get the fps by acs?

#16

Post by Mr.Man » Fri Dec 06, 2013 7:06 am

Like you... or i had with your rain.
-nintendo ds
-brick pc
-game pc
-nasa pc
-N/A (since you didnt use this anymore, but its still included.)
Last edited by Mr.Man on Fri Dec 06, 2013 7:06 am, edited 1 time in total.

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RE: How to get the fps by acs?

#17

Post by Catastrophe » Fri Dec 06, 2013 1:22 pm

The very first option must be made for the poverty stricken.

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RE: How to get the fps by acs?

#18

Post by Stiff » Fri Dec 06, 2013 1:46 pm

@watermelon: Crysis 3 on max detail computer

Even when ya put all shit on highest at ur map it still lags on a computer wich runs Crysis 3 on highest. (heh)
I just think ya should put everything on lowest by first start, becouse now the stuff is instant on highest aand... I lagged so hard that I couldn't even get into the menu itself.
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