Super Mega Baseball: Extra Innings

Super Mega Baseball: Extra Innings

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Sanborn Nov 26, 2015 @ 5:23pm
How to unlock framerate?
I have a 144hz monitor, I'd love to uncap the game from 60fps.

Anything I can do in a config file?
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Showing 1-15 of 15 comments
popoki  [developer] Nov 30, 2015 @ 9:54am 
Unfortunately not, it's locked to 60fps.
KiRiASU Sep 10, 2016 @ 1:58am 
No, it's not! It's capped at 58 FPS for some reason, which means it stutters every second. Already disabled VSYNC etc. What is going on here? Nvidia Geforce GTX 980 Ti user with latest display driver 372.70.
KiRiASU Sep 11, 2016 @ 9:32am 
Sorry to bump this thread, but I haven't found a solution to my problem with the 58 fps cap yet. Is there anyone who can help me? It's really distracting when there is a slight pause every second. Thank you so much!
Last edited by KiRiASU; Sep 11, 2016 @ 9:33am
DRNGR Sep 11, 2016 @ 3:59pm 
I confirm the frame rate is locked at 57-58 fps regardless of enabled/disabled V-sync or windowed fullscreen/exclusive fullscreen, which is really annoying. The game doesn't run smoothly, even at the lowest graphical settings.

config: i5 4690 / 8 GB RAM / GTX 970 / Win 7 64 bits
system clean and up to date.

Can we hope for a fix?
popoki  [developer] Sep 12, 2016 @ 12:50pm 
That's pretty weird, new to us. So I'm not sure what the problem is.

We'd be curious to know what type of monitors you have.
KiRiASU Sep 13, 2016 @ 1:29pm 
I have a 144 Hz monitor, running at 60 Hz for the game. The frames are always at 58 fps, no matter what frequency is set (60/100/120 or 144 Hz). Vsync on/off doesn't change anything, neither does the selected screen mode. No matter what I do, the game seems hard-coded to 58 fps.
DRNGR Sep 13, 2016 @ 7:25pm 
I have a 60 Hz monitor (Samsung). All my games run at 60 fps, except for Super Mega Baseball. It's very frustrating, because your game is great and really fun.
Delphenium  [developer] Sep 14, 2016 @ 10:27am 
Hi there,

Sorry to hear that you are having this issue with the game. As you have identified, the game does indeed try to run at exactly 60FPS. I'd rather avoid getting into a discussion as to why this is the case, the short answer is to keep the physics and the simulation very predictable. I concur that it is very unfortunate however that it does not work correctly on your setups.

KiRiASU, how are you measuring the 58FPS, via FRAPS?

As you can imagine, all of the hardware available to us has not exhibited this problem. We have tested the game on a variety of hardware configurations, the problem is that there are virtually unlimited combinations of hardware and OS's, we do our best to try to test it on as many different setups as we can.

In order to aid us trying to track this down both for this game and upcoming projects, would you be willing to share in detail what your machine setup is?

We are looking for:
- All hardware components in your machine
- The exact version of Windows you are using.
- The exact brand of monitor you are using.

If you'd rather not share this information here, can you please just email it to us via support@metalheadsoftware.com?

Given this information, we can attempt to re-create your setup to reproduce the problem, to hopefully cure this problem at some point in the future. Please understand that this is going to take a little while, since we have to first be able to reproduce the problem.

Thanks for your help in getting to the bottom of this.
KiRiASU Sep 14, 2016 @ 4:09pm 
Originally posted by delphenium:

KiRiASU, how are you measuring the 58FPS, via FRAPS?

Thanks for your help in getting to the bottom of this.

I'm running MSI Afterburner V4.2 in the background to monitor my fps. I don't mind sharing my system specs here:

MSI Z87-G45 Gaming Motherboard
Intel Core i5 4670k @ 4.2 GHz. I tried stock clocks, too.
16 GB DDR3 RAM
Creative Audigy X-Fi
Nvidia Geforce GTX 980Ti, factory overclocked
Samsung 840 Pro SSD
Acer Predator XB270H Monitor
Last edited by KiRiASU; Sep 14, 2016 @ 4:11pm
KiRiASU Sep 19, 2016 @ 1:51am 
So, can we get an ETA for a fix here, please?
And I really don't think, that our machines are the root of this behavior, honestly. I had the opportunity to test it on another machine via family share, this time with a GTX 970, an i7 4790k and a FullHD 60 hz monitor. All drivers up to date, of course. As expected, the same problem still exists. My guess is, that either the physics engine runs at 58 fps or there is something wrong with the vsync funtion not working properly in this game. Although it happens with vsync disabled, too. But I am not the programmer of the software, nor an expert. But sometimes, it is not always the user PCs fault...
Delphenium  [developer] Sep 19, 2016 @ 12:37pm 
Hello,

We are not suggesting its the user PC's 'fault', but rather that your specific configuration is exposing a problem in the game we have not encountered before. The process of tracking down this type of issue is lengthy, since we first have to be able to reproduce the problem in the first place (to be able to fix it), so it is difficult to give you an ETA. Your thinking that the problem lies in how the frame-rate lock / vsync works is likely correct.

kAnal Rytteren Sep 20, 2016 @ 1:00pm 
My setup is near identical to the second you tested with, and I'm having no issues.
Well, I don't have a top notch screen, and my GPU is rather... bad.

i7 4790k, 2x8gb 2400Mhz DDR3, GTX 750 1GB on a Z97S board.
My screen is an old iiyama ProLite E2473HDS (using a random HDMI -1.4 I guess), and it doesn't really have a lot of options available - But those that it does have, are turned off.
I did try briefly with vsync both off and on and the so called OverDrive option on and off, but I still didn't have any issues.
With briefly I mean I did my test in under 30 seconds on each setting. I tried to get most kinds of scenes to play during each try, so while batting and testing I made sure to actually hit a ball and see some "field play" before trying again. Also I had some cutscenes playing under each try.

Just a guess, but could it be that both screens (The 144 and 60hz) have some option turned on, that could be the culprit (via the buttons on the screens)?
Or perhaps something turned on via Nvidia controlpanel, on both machines, that interacts with the monitors in some way or another?

I've tried a little googling, and maybe this could be helpful:
http://www.tomshardware.co.uk/forum/124017-13-micro-stutter-game

Someone mentioned a program called F.lux which was causing problems, but more importantly someone in the bottom bumped the thread and talked about screen tearing while using vSync and his solution. Go haz a looksie, see if it helps, and report back :47_thumb_up:

Good luck :)
KiRiASU Sep 21, 2016 @ 3:01am 
First and foremost, I have to apologise for one little mistake. The framerate is not capped to 58 fps, it's actually capped at 57 fps in all scenarios.

Thanks, S. Lee, for your suggestions. I don't have problems with microstuttering. None of my games behaves like this in regards of framerate. It is the only one where I have this kind of issue. I did a third test, too, with my PC connected to my FullHD-TV at 60 Hz via HDMI. Same problem! So it's clearly not the monitor or connection.
Furthermore, I don't have forced any kind of vsync in the Nvidia control panel. I did a test with all Nvidia settings on default, too. Nothing. It stays at 57 fps, always.

One more thing to mention: the ingame vsync setting seems to do nothing. Whether it's on or off, it's always forced on. I don't have any screen tearing with vsync disabled... which is not normal, I guess.

Edit: I found a video on Youtube which shows the issue I am having:
https://youtu.be/DTFbrIvv7PE
If you switch to 1080p60 mode, watch for scenes with camera panning and you can clearly see a constant frameskip every second.
Last edited by KiRiASU; Sep 21, 2016 @ 11:28am
kAnal Rytteren Sep 21, 2016 @ 12:48pm 
Could you please note some times for when you see the problem?
I haven't watched the whole video, but the game seems to be running just fine, and just like it is on my own setup (I see no difference in gameplay).

If you advance to 3:45 there you're able to see some FPS stuttering, most likely caused by an out-of-bounce ball paired with the in-game slow-down mechanics. It's not nice to see, but ultimately unimportant in terms of gameplay (since no one is able to steal bases, and along those lines).
Again, at 4:05 there's a pitch and the batter hits it down the middle. When the fielder picks the ball up a tutorial message pops up. When he starts throwing the ball, and the camera starts so pan; I at least, see no issues :/
(Lenghty paragraph, I know - Trying to narrow it down, and give comparissons ^^)

It sounded to me as if the skipping was a problem constantly - Like it happened everywhere on the pitch. Still, it sounds like your problem is more than what's displayed at 3:45 in the video you linked, which would be annoying as ♥♥♥♥ :/
I'm not part of the team, and I know crap about development/troubleshooting - But if you could compare the 3:45 clip-issue with your own and comment on it, it would be awesome (Y)
While I don't think thats the issue you're experiencing, I'm just pulling that guess out of my arse :D

And you're welcome.
I'm used to using Gremlin-infused machines, so I thought some of my suggestions might've worked ^^

Sorry for not watching the whole video, not being coherent and ultimately just gibbering, while we're waiting for the Dev to test :p
If there are other instances of issues in the video, like the one I did see, please note them and I'll check back ^^
mhenry_101381 Sep 23, 2016 @ 8:34pm 
Why would you want anything higher than 60 fps? It serves no purpose outside of bragging rights.
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