Starbound
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FPS Max is 60 *SOLVED*
I have searched and not found a solution. The fps cap in this game is 60. It is really choppy at 60fps on 120hz+ montitors. Disabling vsync via starbound.config does not change it, and no difference between the normal exe and the opengl one.

tl;dr Has anyone found a fix to up the 60fps cap?

Solution: Posted by Cheri, thanks Cheri.

Автор сообщения: Cheri
Nobody's linked this comment yet?

Автор сообщения: bartwe
Physics and ai code has been written to run at 60hz if its not at that speed everything starts going funky.

http://www.reddit.com/r/starbound/comments/1v81mb/slow_or_laggy_starbound_fix_i_got_120fps/ceqdhgi?context=3
Отредактировано neha1em; 2 фев. 2014 г. в 12:00
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Сообщения 115 из 37
Can't you change your monitor's refresh rate to 60?
Yeah, sounds like you just need to lower that refresh rate. Something you should consider doing anyway. With a 120hz refresh rate you are going to continue to have this problem in a lot of games. It's always tempting, when you have higher end hardware, to just put everything to the max but you will run into problems like this when you do. It's ideal for watching videos but you probably wanna drop the refresh rate on your monitor(s) down to around 75-90 if you're gonna be playing video games. Most games (even newer ones) have a frame rate limit because it would make things choppy and cause screen tearing otherwise.

Also, believe it or not, the human eye is actually only capable of percieving about 24 frames per second. It varies depending on what is being measured and the person in question but that's the average.
"The fps cap in this game is 60. It is really choppy at 60fps on 120hz+ montitors"

Shoulda spent more on your cybereyes, then. Last time I checked, the (meat) human eye only clocks in around 24 Hz.
Автор сообщения: Brimshae
"The fps cap in this game is 60. It is really choppy at 60fps on 120hz+ montitors"

Shoulda spent more on your cybereyes, then. Last time I checked, the (meat) human eye only clocks in around 24 Hz.


Then you should check again because you seem to be missinformed.
Отредактировано Panic Fire; 28 янв. 2014 г. в 15:38
Most people that talk about 60Hz vs 120/144Hz monitors and say theres no difference or your eyes cant see that much either don't have one, has not seen one or does not have a rig to power one. Sure you can argue that human eye can see that much but when you're talking about refresh rate, input lag and the whole technology behind it, if the game supports more than 60fps you will see a difference especially in fast paced/fps shooters. Starts at around 80-90fps you will see a good difference in games and 100-120+ you'll start to love your monitor.

Downside like previously mentioned though is with a lot of games being ported from consoles or developers concentrating on console games they like to keep with that 60fps engine. So it does suck having high end rigs and seeing it perform, the upside is if games do support it.. it's super smooth :)

Anyways the game engine is most likely capped at 60fps, that means you may get some choppiness, I have seen it chug from time to time but I wasnt sure if it was my server lol.. even my GPU is at 135MHz because this game doesn't require that much power to run. Overall though I think the game looks good and runs fine on my rig.

Overall this is just my opinion, not starting an argument on technology. I think its games like these is what g-sync is going to be made for... anyway look up blur buster and read up for those who want to know about 60Hz, 120Hz, 144Hz, and g-sync.

For now we're stuck with the these frame rates but its highly playable, at least on my end :) if there is a setting to uncap hit me up :)
The human eye isent that simple. It depends on how light or dark it is and what colors appears (green colors are detected faster then others for example), therefor you cant claim that the human eye updates at a set fps value.

Depending on the conditions involved the human eye can detect a image that appears 1/200 of a second.
Автор сообщения: Garatgh Deloi
The human eye isent that simple. It depends on how light or dark it is and what colors appears (green colors are detected faster then others for example), therefor you cant claim that the human eye updates at a set fps value.

Depending on the conditions involved the human eye can detect a image that appears 1/200 of a second.

I don't see how being able to notice a bright green very brief flash is very relevant to sensory input when it comes to gaming or much of anything for that matter. And seeing something, processing it and understaning what was seen is a bit more than simply noticing something happened.
Автор сообщения: Brimshae
"The fps cap in this game is 60. It is really choppy at 60fps on 120hz+ montitors"

Shoulda spent more on your cybereyes, then. Last time I checked, the (meat) human eye only clocks in around 24 Hz.
I love people spouting "science". You're telling me you can't tell the difference between 24fps and 60fps? I know I can. I must be a super human.
Limit your fps using any number of programs. Launch a game that you can max out. Then unlimit it. If you can't tell the difference then I'm sorry that you're not as evolved as the rest of the human race.
A culture of competition has arisen among game enthusiasts with regard to frame rates, with players striving to obtain the highest FPS possible, due to their utility in demonstrating a system's power and efficiency. Indeed, many benchmarks (such as 3DMark) released by the marketing departments of hardware manufacturers and published in hardware reviews focus on the FPS measurement. LCD monitors of today are built with three major refresh rate in mind. The most common is 60Hz, which can be used at any resolution without requiring high quality computer systems to render, and then 120Hz and 144Hz. The 120Hz standard also supports what is known as 'lightboost' technology in some monitors, where strobing lights behind the monitor reduce ghosting at high FPS rates.

Beyond measurement and bragging rights, such exercises do have practical bearing in some cases. A certain amount of discarded “headroom” frames are beneficial for the elimination of uneven (“choppy” or “jumpy”) output, and to prevent FPS from plummeting during the intense sequences when players need smooth feedback most.

Aside from frame rate, a separate but related factor unique to interactive applications such as gaming is latency. Excessive preprocessing can result in a noticeable delay between player commands and computer feedback, even when a full frame rate is maintained, often referred to as input lag.

Without realistic motion blurring, video games and computer animations do not look as fluid as film, even with a higher frame rate. When a fast moving object is present on two consecutive frames, a gap between the images on the two frames contributes to a noticeable separation of the object and its afterimage in the eye. Motion blurring mitigates this effect, since it tends to reduce the image gap when the two frames are strung together. The effect of motion blurring is essentially superimposing multiple images of the fast-moving object on a single frame. Motion blurring makes the motion more fluid for some people, even as the image of the object becomes blurry on each individual frame. Motion blur can also induce headaches when people play a game that requires concentration.

http://en.wikipedia.org/wiki/Frame_rate
Автор сообщения: forsakenlight
Автор сообщения: claudekennilol
Limit your fps using any number of programs. Launch a game that you can max out. Then unlimit it. If you can't tell the difference then I'm sorry that you're not as evolved as the rest of the human race.

Yes you provide such a detailed study and such compelling analysis. I think you need to grab a mirror so you can uncover the missing link in human evolution. Perhaps you should write a thesis on this marvel of "unlimiting" the true potential of FPS. :newsword:

Stop. Just stop. You're not impressing anyone. You're only making yourself look foolish. Just do some simple research for yourself instead of believing what someone told you (yes, I see the irony in that).

Take any one of (most of) these links and read for yourself.
http://lmgtfy.com/?q=how+many+fps+can+the+human+eye+see
Отредактировано claudekennilol; 28 янв. 2014 г. в 16:56
Автор сообщения: claudekennilol

Stop. Just stop. You're not impressing anyone. You're only making yourself look foolish. Just do some simple research for yourself instead of believing what someone told you (yes, I see the irony in that).

Take any one of (most of) these links and read for yourself.
http://lmgtfy.com/?q=how+many+fps+can+the+human+eye+see

Impressing someone, is that what you are trying to do? I don't try to impress anyone including myself. What you or someone else might think is almost immaterial to me. I just like to pull strings and make other people look foolish. So Mr. Wizzard let us backpeddle just a step and analyze something. Where have I said anything about my own views on how much we can or can't make full use of when it comes to high framerates? I seem to only have made one comment and quite valid at that.

You also seem to fail to understand what irony means. I can fashion for you some kind of ascii dunce cap if it will degrade your situation further. Have a pleasant afternoon.
Автор сообщения: forsakenlight
By the way pigs can fly.

Of course they do! I toss them off a cliff every day with my super human strength.
Despite the trolling attempts by Eyesuck, and Brimshae, good notes on FPS everyone. Most of the reasons people go higher Hz now is actually to elimitate or reduce motion blur.

So to the topic: I tried setting up a custom profile with nvidia inspector for both exes (normal+opengl) with frame limit to 119, vsync forced off, and no luck. I have a 60hz monitor plugged in as a secondary, I wonder if the game is forcing itself to the lowest rate of the monitors plugged in. I doubt it though since I see others complaining.
Open config file and change wait for vsync to false and wait for update to false. Also for a smoother game change max frame skip to 0.
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Дата создания: 28 янв. 2014 г. в 14:28
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