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FPS
Offline Loken
01-09-2020, 06:15 PM,
#11
Phantom of Roussillon
Posts: 2,205
Threads: 80
Joined: Jun 2010

Yeah, my framerate is also tanked by lots capital ships being around with a GTX 1080 and a CPU with relatively good single core performance. The game is old and has its limitations.

[Image: NVY3f0y.png]
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Offline Karlotta
01-09-2020, 06:23 PM, (This post was last modified: 01-09-2020, 06:23 PM by Karlotta.)
#12
Banned
Posts: 2,756
Threads: 85
Joined: Sep 2016

I once noticed a clear FPS drop that was linked to a cap ship firing its guns (I think it was a coalition ship but dont remember the exact loadout). It only happened when that one ship fired tho, not other cap ships.

Maybe it can be fixed by removing what ever light or other effect causes it?

User was banned for: https://discoverygc.com/forums/showthrea...tid=200950
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Offline Prysin
01-09-2020, 06:32 PM, (This post was last modified: 01-09-2020, 06:35 PM by Prysin.)
#13
Apex Predator
Posts: 3,101
Threads: 165
Joined: Jul 2009

(01-09-2020, 06:23 PM)Karlotta Wrote: I once noticed a clear FPS drop that was linked to a cap ship firing its guns (I think it was a coalition ship but dont remember the exact loadout). It only happened when that one ship fired tho, not other cap ships.

Maybe it can be fixed by removing what ever light or other effect causes it?

capships using solaris or chainfiring medium refire guns, other high refire guns tend to cause lag due to sheer amount of projectiles due to having multiple turrets.

i get the same issue around solaris carriers, when they start letting loose 15+ solaris turrets.

Capships also has big difference in gun placement. I do not believe Freelancer is using float point to calculate space, it is probably using integers, in which case it will only operate using whole numbers, rather then decimals. (for the most part), as this is simpler to compute.

But since a cap can be 200-300m long, the distance means it has to do separate tracking calculations for all projectiles, rather then on a snub where all projectiles originate from one point, and hence is easier to track its path by culling duplicates and or condensing duplicates into a single equation.

[Image: v1zVWKX.png]
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Offline Uknown
01-09-2020, 06:42 PM,
#14
Famine Forbidden
Posts: 237
Threads: 33
Joined: Apr 2011

The framerate Cap issue is because (i never detect that) for some reason they try to "force" some kind of VSync ... my mouse get laggy if i got 57-58FPS or lower on a 60Hz Screen, but get laggy if i get above that 60Hz ... Admins says because Freelancer acts "strange" above 155FPS ... but C'Mon... even a HD630 on a Core-i7 on Vanilla is doing it well, above 60FPS and the Software to limit that amount of graphics is really really bad ....
When graphics need a push it can't and when graphics running low, they run even worse ...
No idea why Admins put a limit on the game, considering that even a iGPU puts hard force on the game ...
i really hate the laggy mouse issue, and the only "Temporal Fix" for it, was limmiting FPS with RivaTuner or some software like that ...

[Image: c2193eb60463f6834a882718c2247819.gif]
✨ ⇝ Nanosinx#1541 ⇜ ✨
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Offline Karlotta
01-09-2020, 06:51 PM, (This post was last modified: 01-09-2020, 06:52 PM by Karlotta.)
#15
Banned
Posts: 2,756
Threads: 85
Joined: Sep 2016

(01-09-2020, 06:32 PM)Prysin Wrote:
(01-09-2020, 06:23 PM)Karlotta Wrote: I once noticed a clear FPS drop that was linked to a cap ship firing its guns (I think it was a coalition ship but dont remember the exact loadout). It only happened when that one ship fired tho, not other cap ships.

Maybe it can be fixed by removing what ever light or other effect causes it?

capships using solaris or chainfiring medium refire guns, other high refire guns tend to cause lag due to sheer amount of projectiles due to having multiple turrets.

i get the same issue around solaris carriers, when they start letting loose 15+ solaris turrets.

Capships also has big difference in gun placement. I do not believe Freelancer is using float point to calculate space, it is probably using integers, in which case it will only operate using whole numbers, rather then decimals. (for the most part), as this is simpler to compute.

But since a cap can be 200-300m long, the distance means it has to do separate tracking calculations for all projectiles, rather then on a snub where all projectiles originate from one point, and hence is easier to track its path by culling duplicates and or condensing duplicates into a single equation.

I wasnt solaris, and I'm pretty sure the fps drops are a result of complex graphic gimics onscreen and not the rather simple operations of calculating 1 vector per gun. Also, snubs also calculate 1 vector per gun in tracking and dont all "originate from one point", as is easily observable when shooting very close targets with a snub.

User was banned for: https://discoverygc.com/forums/showthrea...tid=200950
Time left: (Permanent)
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Offline Jeuge
01-09-2020, 07:07 PM,
#16
EFL Squad
Posts: 560
Threads: 10
Joined: Jun 2019
Staff roles: Economy Developer

build new computer lol

[Image: 31OwWoq.jpg?1]
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Offline Prysin
01-09-2020, 07:13 PM,
#17
Apex Predator
Posts: 3,101
Threads: 165
Joined: Jul 2009

(01-09-2020, 06:51 PM)Karlotta Wrote:
(01-09-2020, 06:32 PM)Prysin Wrote:
(01-09-2020, 06:23 PM)Karlotta Wrote: I once noticed a clear FPS drop that was linked to a cap ship firing its guns (I think it was a coalition ship but dont remember the exact loadout). It only happened when that one ship fired tho, not other cap ships.

Maybe it can be fixed by removing what ever light or other effect causes it?

capships using solaris or chainfiring medium refire guns, other high refire guns tend to cause lag due to sheer amount of projectiles due to having multiple turrets.

i get the same issue around solaris carriers, when they start letting loose 15+ solaris turrets.

Capships also has big difference in gun placement. I do not believe Freelancer is using float point to calculate space, it is probably using integers, in which case it will only operate using whole numbers, rather then decimals. (for the most part), as this is simpler to compute.

But since a cap can be 200-300m long, the distance means it has to do separate tracking calculations for all projectiles, rather then on a snub where all projectiles originate from one point, and hence is easier to track its path by culling duplicates and or condensing duplicates into a single equation.

I wasnt solaris, and I'm pretty sure the fps drops are a result of complex graphic gimics onscreen and not the rather simple operations of calculating 1 vector per gun. Also, snubs also calculate 1 vector per gun in tracking and dont all "originate from one point", as is easily observable when shooting very close targets with a snub.

if it is a graphics issue, it is mostly an issue with your hardware/drivers.

Nvidia, Intel and AMD all treat graphics differently. For example, AMD and Nvidia uses different color compression, and has issues compressing different colors correctly and in some cases (Nvidia) even display correctly, unless you use their "pro/enterprise" hardware.

[Image: v1zVWKX.png]
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