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fps cap yes/no?
posted in Q/A Help
1
#1
0 Frags +

x

x
2
#2
-3 Frags +

If I don't cap screen tearing is actually unbearable

If I don't cap screen tearing is actually unbearable
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#3
1 Frags +

I've got it capped at 289, hasn't let me down yet.

I've got it capped at 289, hasn't let me down yet.
4
#4
-2 Frags +

Up to you really you have to play with it and find something that works. Like you say 50% of people have to have it or the game is just fucked and some other people have to keep it uncapped for the same reasons. It seems to differ from computer to computer.

Up to you really you have to play with it and find something that works. Like you say 50% of people have to have it or the game is just fucked and some other people have to keep it uncapped for the same reasons. It seems to differ from computer to computer.
5
#5
-6 Frags +

Your fps cap should be the refresh rate of your monitor multiplied by a whole number.

Ideally you'd want to use the highest possible fps cap multiple that you don't frequently drop below.

So lets say I have a 120hz monitor and usually get around 300+ish fps. I'd want my refresh rate multiplied by 2 so I get a cap of 240. This way I'd have a almost always smooth but still responsive experience as my fps wouldn't drop below my cap and give as much tearing. Unlike if I set mycap to 360 where I'd always hover just below it and get a lot more tearing.

Your fps cap should be the refresh rate of your monitor multiplied by a whole number.

Ideally you'd want to use the highest possible fps cap multiple that you don't frequently drop below.

So lets say I have a 120hz monitor and usually get around 300+ish fps. I'd want my refresh rate multiplied by 2 so I get a cap of 240. This way I'd have a almost always smooth but still responsive experience as my fps wouldn't drop below my cap and give as much tearing. Unlike if I set mycap to 360 where I'd always hover just below it and get a lot more tearing.
6
#6
7 Frags +

No
Source engine gets input lag if you are constantly hitting your FPS cap.
That said capping it at 999 is acceptable to prevent glitching on jump maps ect.

No
Source engine gets input lag if you are constantly hitting your FPS cap.
That said capping it at 999 is acceptable to prevent glitching on jump maps ect.
7
#7
0 Frags +

Source doesn't get input lag from having consistent fps, unless you are retarded and play with vsync but that's different from an fps cap.

Source doesn't get input lag from having consistent fps, unless you are retarded and play with vsync but that's different from an fps cap.
8
#8
0 Frags +

idk I noticed the game micro freezing/stuttering/whatever whenever i capped my fps, uncapped worked fine though

idk I noticed the game micro freezing/stuttering/whatever whenever i capped my fps, uncapped worked fine though
9
#9
8 Frags +

Capping FPS gives you input lag no matter what engine you are using or what game you are playing because there is a longer delay between when the last frame was rendered and when the monitor displays it. That being said, it is much better to have a very slight input lag than to have your fps constantly dropping. That amount of lag is also so tiny that it won't make a difference if your fps cap is very high.
If your fps don't drop by more than 10-20 fps then you probably don't want an fps cap, otherwise put one at the highest fps you can consistently get.

Capping FPS gives you input lag no matter what engine you are using or what game you are playing because there is a longer delay between when the last frame was rendered and when the monitor displays it. That being said, it is much better to have a very slight input lag than to have your fps constantly dropping. That amount of lag is also so tiny that it won't make a difference if your fps cap is very high.
If your fps don't drop by more than 10-20 fps then you probably don't want an fps cap, otherwise put one at the highest fps you can consistently get.
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#10
0 Frags +

you didn't think of trying it out in-game?

you didn't think of trying it out in-game?
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#11
0 Frags +

x

x
12
#12
-1 Frags +
ScrewballNo
Source engine gets input lag if you are constantly hitting your FPS cap.
That said capping it at 999 is acceptable to prevent glitching on jump maps ect.

my game feels smoother when it's capped but I have 60hz and terrible reaction time so it might just be different for everyone

[quote=Screwball]No
Source engine gets input lag if you are constantly hitting your FPS cap.
That said capping it at 999 is acceptable to prevent glitching on jump maps ect.[/quote]
my game feels smoother when it's capped but I have 60hz and terrible reaction time so it might just be different for everyone
13
#13
5 Frags +
FireBucakeyou didn't think of trying it out in-game?i did but im unable to notice either of those two things. anyways im not really good at noticing such things, i can just say "oh well my game feels weird" but nothing specific.

soo from what ive read i should cap my fps to 288 with 144hz since im usually not dropping below 300 ?

If you don't drop below 300 then cap it at 300

[quote=Fire][quote=Bucake]you didn't think of trying it out in-game?[/quote]
i did but im unable to notice either of those two things. anyways im not really good at noticing such things, i can just say "oh well my game feels weird" but nothing specific.

soo from what ive read i should cap my fps to 288 with 144hz since im usually not dropping below 300 ?[/quote]

If you don't drop below 300 then cap it at 300
14
#14
16 Frags +

deetr im proud of ur first seriously articulated post that was well executed, great job, keep it up

deetr im proud of ur first seriously articulated post that was well executed, great job, keep it up
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#15
1 Frags +

i've never had a problem with or without capping

i've never had a problem with or without capping
16
#16
5 Frags +

Uncapped has felt better on the diff pcs I've used for tf2 for 4 years.

Uncapped has felt better on the diff pcs I've used for tf2 for 4 years.
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#17
-2 Frags +

I used to have integrated graphics on my crappy computer. At that time I capped my fps because my fps was all over the place, and capping it gave me some consistency. Now that I have a GPU, I don't cap it.

I used to have integrated graphics on my crappy computer. At that time I capped my fps because my fps was all over the place, and capping it gave me some consistency. Now that I have a GPU, I don't cap it.
18
#18
2 Frags +
SakiIsapazerThere are no hard and fast "best" values for this cvar really.An honest answer at least, thank you for answering mate!
deetrYour FPS should just be as high as you can get it. There is no magic number having to do with refresh rate or tickrate. That being said, TF2 does not have any input lag added by capping your fps aside from the input lag that every game experiences by having its fps capped AFAIK
I guess that makes sense.

so TLDR for anyone reading the thread till now:

Screentearing can be fixed minimally with fps_max but there will never be a substitute to a higher refresh monitor par the lag input inducing vsync option.
Fps max should be used only to control heat issues or maintain a more forgivable value for local servers or non intensive ones such as mge or DM. Higher values result in lower amounts of input lag as the engine is running more frames per second.
Vast majority of values suggested by the masses being personal preference since input lag will vary between numbers.
Numbers below the cmd rate (seen some people set this god knows why) will cause hitreg issues in general.

http://www.teamfortress.tv/26679/does-fps-max-cause-input-lag-when-turning

[quote=SakiIsa][quote=pazer]
There are no hard and fast "best" values for this cvar really.[/quote]
An honest answer at least, thank you for answering mate!

[quote=deetr]Your FPS should just be as high as you can get it. There is no magic number having to do with refresh rate or tickrate. That being said, TF2 does not have any input lag added by capping your fps aside from the input lag that every game experiences by having its fps capped AFAIK[/quote]

I guess that makes sense.


so TLDR for anyone reading the thread till now:

Screentearing can be fixed minimally with fps_max but there will never be a substitute to a higher refresh monitor par the lag input inducing vsync option.
Fps max should be used only to control heat issues or maintain a more forgivable value for local servers or non intensive ones such as mge or DM. Higher values result in lower amounts of input lag as the engine is running more frames per second.
Vast majority of values suggested by the masses being personal preference since input lag will vary between numbers.
Numbers below the cmd rate (seen some people set this god knows why) will cause hitreg issues in general.[/quote]

http://www.teamfortress.tv/26679/does-fps-max-cause-input-lag-when-turning
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#19
-5 Frags +

 

 
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#20
-1 Frags +

I would not use 288/289. Try using 720, best for me (144hz)

I would not use 288/289. Try using 720, best for me (144hz)
21
#21
0 Frags +

http://www.teamfortress.tv/23801/120fps-on-60hz-monitor

http://www.teamfortress.tv/23801/120fps-on-60hz-monitor
22
#22
3 Frags +

I don't use a FPS cap and if I did it would be around 999 to avoid the timing issue.

My notes on my config were a reflection of when ever I tried using FPS caps I felt like I was be inhibited the entire time I was playing. It always happened to me regardless of using a 60Hz IPS or 144Hz TN. Which led to my reasoning that FPS caps should be used either to achieve more consistent temperatures for your CPU (mostly laptops) or to prevent the speed issue at over 1000fps. Honestly I'd rather deal with my variable FPS that's consistently over 220 in HL mid fights with no cap at all than have a 220/250/300 cap that being said some people do prefer a fps cap cause they're basically guaranteed the same experience of input at all times, even if it's technically worse.

I don't use a FPS cap and if I did it would be around 999 to avoid the timing issue.

My notes on my config were a reflection of when ever I tried using FPS caps I felt like I was be inhibited the entire time I was playing. It always happened to me regardless of using a 60Hz IPS or 144Hz TN. Which led to my reasoning that FPS caps should be used either to achieve more consistent temperatures for your CPU (mostly laptops) or to prevent the speed issue at over 1000fps. Honestly I'd rather deal with my variable FPS that's consistently over 220 in HL mid fights with no cap at all than have a 220/250/300 cap that being said some people do prefer a fps cap cause they're basically guaranteed the same experience of input at all times, even if it's technically worse.
23
#23
1 Frags +
DanceNumberI've got it capped at 289, hasn't let me down yet.

why? what's the reason people cap their fps at refresh rate x2 + 1?

[quote=DanceNumber]I've got it capped at 289, hasn't let me down yet.[/quote]
why? what's the reason people cap their fps at refresh rate x2 + 1?
24
#24
-1 Frags +

x

x
25
#25
0 Frags +

i read somewhere that higher FPS gives you more consistent (better) hit detection

i read somewhere that higher FPS gives you more consistent (better) hit detection
26
#26
0 Frags +

no, because hit detection is done server-side not clientside

no, because hit detection is done server-side not clientside
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