Counter Strike: Source FPS Issue


Recommended Posts

On my new iMac I seem to have problems getting CS:Source above 60fps in mac OSX, I get ~120fps in Half-life 2: Episode Two and Half-life 2: Death Match so I know I can get these higher scores in CS:Source too at the same settings, yet it seems to be stubbornly locked at 60fps.

Settings:

* Recommended Setting

Resolution: 1920 x 1080*

Model Detail: High*

Texture Detail: Medium*

Shader Detail: High*

Water Detail: Reflect All*

Shadow Detail: High*

Colour Correction: Enabled*

AntiAliasing Mode: 2x MSAA*

Filtering Mode: Anisoptric 2x*

Wait for Vertical Sync: Disabled

Motion Blur: Disabled

Field of View: 75.00*

Multicore Rendering: Enabled*

Fps_max=300

System:

CPU: Intel Core i3 3.06Ghz

RAM: 4GB

HDD: 500GB

Sound: Onboard

Graphics: ATI Radeon HD 4670 (256mb)

Link to comment
https://www.neowin.net/forum/topic/1006022-counter-strike-source-fps-issue/
Share on other sites

  On 19/06/2011 at 13:30, Mr_Edwardo said:

Yep, this is Vsync. Must still be on somehow in the AMD drivers.

+1

Locked at 60 FPS means VSync is enabled somewhere.

I'm not trolling I've just never understood and even googled prior to posting; correct me if I am wrong: the human eye can only view 30fps? If that is correct then why do games shoot for/boast about (CoD and you're old engine) 60fps, I know my MacBook Pro runs games I play @ higher frame rates, but is there really a benefit? People say the game runs smoother, yes obviously - but is it even noticeable to the human eye if we're physically limited to 30fps?

  On 20/06/2011 at 18:28, Alladaskill17 said:

I'm not trolling I've just never understood and even googled prior to posting; correct me if I am wrong: the human eye can only view 30fps? If that is correct then why do games shoot for/boast about (CoD and you're old engine) 60fps, I know my MacBook Pro runs games I play @ higher frame rates, but is there really a benefit? People say the game runs smoother, yes obviously - but is it even noticeable to the human eye if we're physically limited to 30fps?

Yes, the eye most definitely can see a difference between 30fps and above. Here's a demonstration of that:

http://www.boallen.com/fps-compare.html

It's all fairly complex: http://en.wikipedia.org/wiki/Frame_rate#Visible_frame_rate

  On 20/06/2011 at 19:04, Mr_Edwardo said:

Yes, the eye most definitely can see a difference between 30fps and above. Here's a demonstration of that:

http://www.boallen.com/fps-compare.html

It's all fairly complex: http://en.wikipedia.org/wiki/Frame_rate#Visible_frame_rate

Thanks for the links, checking them out.

  On 20/06/2011 at 23:32, Alladaskill17 said:

and that is why I said correct me if I am wrong :)

No worries. ;)

I think we're limited somewhere around the 90-100 frames per second. John Carmack said there's a very little difference between 60 and 120 fps, and you'll only see the difference if you know what it is (from a technical / programmer's point of view).

Anyway, getting the games to run at a standard 120 fps would be our limit, no doubt (there is no need to go above that for graphical reasons, only for calculations done in background). :)

  On 20/06/2011 at 23:46, KavazovAngel said:

No worries. ;)

I think we're limited somewhere around the 90-100 frames per second. John Carmack said there's a very little difference between 60 and 120 fps, and you'll only see the difference if you know what it is (from a technical / programmer's point of view).

Anyway, getting the games to run at a standard 120 fps would be our limit, no doubt (there is no need to go above that for graphical reasons, only for calculations done in background). :)

Perfect! That is basically what I wanted to know - what is our 'max' (or closest estimate) of viewable/recognizable FPS and what is just wasted processing. Thank you.

Depending on the scenario, the human eye can distinguish the contents of an individual frame displayed for 1/10000th of a second.

Of course, that doesn't matter when it comes to computers, since most monitors are physically limited to 60fps or so (Which is why it's pointless to render faster than that). You'd only ever want to disable v-sync for benchmarking.

  On 21/06/2011 at 05:38, The_Decryptor said:

Depending on the scenario, the human eye can distinguish the contents of an individual frame displayed for 1/10000th of a second.

Of course, that doesn't matter when it comes to computers, since most monitors are physically limited to 60fps or so (Which is why it's pointless to render faster than that). You'd only ever want to disable v-sync for benchmarking.

Enabling V-sync messes with the mouse input. Also, when playing online restricting your FPS to 60 on a 100 tick server would limit the packets you are sending/receiving to 60 (probably not noticeable but a small difference in hitreg). Having a higher FPS improves the smoothness and responsiveness of the game (even if your monitor can only display 60fps, all that will happen is a bit of tearing). In general it is better to keep v-sync off and ideally the FPS would be above 100 all the time for the smoothest possible experiance.

I hate all this discussion about the human eye can only see this...blah blah...those guys don't have a clue what they are talking about.

I think the tick rate has been set to a constant value as of recent CSS updates.

FPS rate is separate though.

If you cannot see the impact of 30 vs 60 FPS, you might need to get that checked - sounds like a lack of sleep or some disease or age or something.

Yeah, CSS, TF2, L4D and L4D2 are limited to 66 ticks a second (L4D/2 operate at 30 ticks a second by default)

The thing is though, that's how often the server thinks, not how often it talks to clients (You can render at 400fps, but it'll only send 20 updates a second to the server unless you play around with things)

To be honest, I always keep v-sync on for the sheer fact that most games' framerate fluctuates greatly depending on the amount of action on the screen. I -notice- the difference between, say, 65 fps and 90 fps. When the framerate changes so frequently, I feel like I'm speeding up and slowing down. Not to mention the tearing on the screen. V-sync + triple buffering or bust for me.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • The viewing figures in season 2 plummeted after 1 of the main characters died in season 2 episode 1. I think hbo is regretting listening to him so they got rid of him.
    • Google Workspace now lets you use custom AI Gems directly in Docs, Gmail, and more by Paul Hill Google Workspace users can now access Gems from the side panel of Google Docs, Slides, Sheets, Drive, and Gmail. Previously, Gems could only be accessed from the Gemini app directly. For anyone not familiar with Gems, they’re a more advanced feature in Gemini where you can make your own chatbots, powered by Gemini, with custom instructions. If you’re interested in learning more about them, check out my editorial from April, where I argue custom AI bots are the best thing about generative AI and how to create your own bots. The decision to make Gems available across Google Workspace has the potential to significantly speed up people’s workflows if they’ve started using Gems already. If you’ve never made a Gem, Google has several pre-made ones including a Brainstormer, Writing editor, Coding partner, and Learning guide. Google Workspace users can leverage Gems in an almost infinite number of ways. For example, imagine if you’re a teacher in whatever country and you have to make lesson plans for your class that must follow a certain structure, you can use natural language to program a gem to expect certain inputs from you (such as grade, subject, topic etc) and get an output that follows the required guidelines. If you’re a journalist, you could create a gem to quickly strip out the key bits of news from a press release or if you’re a student you can create a bot to break down complicated subjects into something easier to understand. The possibilities are nearly endless and now the Gems you make are even more accessible. Google mentioned that Gems can be accessed via the side panel of all supported Workspace applications and can be used across Workspace capabilities including @ mentioning, accessing files and folders, and more. If you need to create a Gem, you’ll still need to do that on the Gemini website. To get started with Gemini in Google Workspace, just click the “Ask Gemini” (spark button) in the top-right corner. Google said that the Gems feature rollout is an extended rollout which means it might take more than 15 days to get the feature. Admins out there do not need to do anything and there are no specific admin controls in the side panel for Gems or Gemini.
    • Microsoft changes hit Teams Android devices: Disable Entra ID policy to restore sign-in by Paul Hill As part of its Secure Future Initiative, Microsoft has deployed a new Entra ID Conditional Access policy targeting Device Code Flow authentication. Unfortunately, it has led some Microsoft Teams-certified Android devices (Teams Rooms on Android, Teams Phones, Teams Panels, and Teams Displays) to be logged out and signing back in can be a bit fiddly so guidance has been shared. Microsoft said that it shared previous guidance which explained how to exclude Android devices, but it seems some admins didn’t catch this as many devices were not excluded and have been signed out. It’s important to realize that this is not a bug, it’s a security feature. However, the move could have been better communicated. To sign the devices back in, you can do so manually. However, if the devices are remote you’ll need to follow these steps: By disabling the “Block device code flow” policy in step 1, it will change everything back to how it was before Microsoft decided to enable it to boost security. This will allow you to get those affected Android devices logged back in again. Also pay special attention to step 2 which says you might need to reboot your device three times. Once you have your Android devices logged in again, it’s probably a good idea to follow Microsoft’s previous guidance and add these to an exclusion list before re-enabling the “Block device code flow” policy. Microsoft recommends only allowing DCF where it’s absolutely necessary and then blocking it elsewhere. The best thing to do is to add your Teams Android device to the exclusion list - this will allow these devices to operate normally, while boosting overall security. If you’re an admin and have been impacted by this, be sure to take proactive measures to avoid disruptions in the future.
    • Can someone help me with writing a batchfile using notepad to tell me to start a vpn plz? I would greatly appreciate any help  
  • Recent Achievements

    • Reacting Well
      SteveJaye earned a badge
      Reacting Well
    • One Month Later
      MadMung0 earned a badge
      One Month Later
    • One Month Later
      Uranus_enjoyer earned a badge
      One Month Later
    • Week One Done
      Philsl earned a badge
      Week One Done
    • Week One Done
      Jaclidio hoy earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      435
    2. 2
      ATLien_0
      158
    3. 3
      +FloatingFatMan
      146
    4. 4
      Nick H.
      65
    5. 5
      +thexfile
      62
  • Tell a friend

    Love Neowin? Tell a friend!