strange FrameRate sync. issue,. .
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- jph_wacheski
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strange FrameRate sync. issue,. .
This may not be a 'bug' with zge, but it is making it impossible for me to use it.
I couple day ago AMD auto-updated my video drivers, (now 12.3). Since the update I am experiencing horrible ripping and tearing, no mater what settings I use the frame refresh seem unable to synchronize. I have tried many setting in the 'Catalyst Control Center' as well as all the options in zge. I am not having this problem with any other software, so this is why I am reporting it here.
Any ideas ?
I couple day ago AMD auto-updated my video drivers, (now 12.3). Since the update I am experiencing horrible ripping and tearing, no mater what settings I use the frame refresh seem unable to synchronize. I have tried many setting in the 'Catalyst Control Center' as well as all the options in zge. I am not having this problem with any other software, so this is why I am reporting it here.
Any ideas ?
iterationGAMES.com
I've always had this problem too, both on my last and my current computer. The only thing that works for me is to set the App.FrameRateStyle to Free ( and force VSync to on* in my Windows Control Panel ) .. anything else will cause ZGE executables to run at 60 fps, while my monitor doesn't ( causing tearing ).
*If i don't, it will eat up all GPU power and run at 1000+ fps, which is nice for benchmarking, but not for regular use.
K
- jph_wacheski
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Yeah, I set that to "always on" seems to make no difference. (tried all the other settings as well)
There is also an openGL triple buffering tick box and that has no noticeable effect either.
I don't see the tearing in free mode, however everything moves so fast that it is hard to tell. Ok, I just made some tests using the 'free' setting (and app.deltatime to get a playable speed) and that seems to be be workable. (thanks Kjell)
My larger concern is not knowing how the games will work on other peoples system?
There is also an openGL triple buffering tick box and that has no noticeable effect either.
I don't see the tearing in free mode, however everything moves so fast that it is hard to tell. Ok, I just made some tests using the 'free' setting (and app.deltatime to get a playable speed) and that seems to be be workable. (thanks Kjell)
My larger concern is not knowing how the games will work on other peoples system?
iterationGAMES.com
Hi jph,
*Unless you meant to have it run at 60fps only of course.
K
Indeed .. this is a critical "bug" that has been reported and should have been resolved a long time ago. Debug Formulation for example doesn't run at the native refresh rate of my monitor, so it looks choppy* and has tearing.jph_wacheski wrote:My larger concern is not knowing how the games will work on other peoples system?
*Unless you meant to have it run at 60fps only of course.
K
Choosing "Free" is not a good workaround, it will eat 100% cpu on computers that do not have vertical sync on, as mentioned.
I remember we did try to fix this before but there was problems with that many monitors do not report the actual frame rate.
Please help googling for reference to how to fix it in a stable way. I know even big budget games such as "Rage" and "RE 5" have had tearing issues so it clearly isn't so simple to get right.
I remember we did try to fix this before but there was problems with that many monitors do not report the actual frame rate.
Please help googling for reference to how to fix it in a stable way. I know even big budget games such as "Rage" and "RE 5" have had tearing issues so it clearly isn't so simple to get right.
- jph_wacheski
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Ah, Kj you are right! I have that one set to 'fixed' @60. I believe I did that to stop some choppiness I was getting previously. However now with these new display drivers I get choppy performance wither way. I will set it to SyncedWithMonitor for the next update.
Ville- I will look into how others are dealing with the problem of differing refresh rates and let you know if I discover anything useful.
Ville- I will look into how others are dealing with the problem of differing refresh rates and let you know if I discover anything useful.
iterationGAMES.com
Hi guys,
K
That's the thing, SyncedWithMonitor never worked properly for me.jph_wacheski wrote:I will set it to SyncedWithMonitor for the next update.
You're right, i accidentally said GPU instead of CPUVilleK wrote:Choosing "Free" is not a good workaround, it will eat 100% cpu on computers that do not have vertical sync on, as mentioned.
Regarding detecting the refresh rate of a monitor, attached is a example with two methods that work on my system ( read the documentation on MSDN on how to properly use the functions ).VilleK wrote:I remember we did try to fix this before but there was problems with that many monitors do not report the actual frame rate.
Please help googling for reference to how to fix it in a stable way.
K
- Attachments
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- Hertz.zgeproj
- (4.16 KiB) Downloaded 472 times
ZGE has been using the EnumDisplaySettings-method for a long time. However I tried changing a couple of things that could improve timings.
Please try this beta updated today:
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
Then run the attached project where I added the display of current FPS to Kjells test-project. On my computer all tree values display "59", which is also the value the control panel show is my current monitor refresh rate. What values do you get?
Please try this beta updated today:
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
Then run the attached project where I added the display of current FPS to Kjells test-project. On my computer all tree values display "59", which is also the value the control panel show is my current monitor refresh rate. What values do you get?
- Attachments
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- Hertz.zgeproj
- Hertz with FPS
- (4.65 KiB) Downloaded 460 times
Hmm,
Attached is a screenshot taken from the editor and from a standalone.
K
In that case ZGE probably does detect the refresh rate properly, but something else is wrong causing it not to match that during playback.VilleK wrote:ZGE has been using the EnumDisplaySettings-method for a long time.
Attached is a screenshot taken from the editor and from a standalone.
K
- Attachments
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- Standalone.png (2.91 KiB) Viewed 10238 times
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- Editor.png (2.92 KiB) Viewed 10238 times
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
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