High Framerate = gimped movement

Discussion in 'Monday Night Combat PC Feedback and Issues' started by zarakon, January 29, 2011.

  1. zarakon

    zarakon Active Member

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    I just built a new computer that gets me over 200 fps while playing MNC, but I immediately noticed something awful. When starting to move or changing direction, my character starts off in a very slow walking animation. It seems like the higher my framerate is, the longer this slow walking lasts. If I turn on VSync or FRAPS to limit my framerate to 60, this doesn't happen at all. Maybe there are a couple frames of it, but it's negligible compared to the high framerate case.

    I can't take a video using FRAPS because turning that on locks my framerate at 60. If needed, I can record it with a camera or something though.

    edit: Here's the video: http://www.youtube.com/watch?v=twiFByvcBLg


    So.. is there a way to limit the framerate in a config file without turning on VSync? I can't stand VSync because of the input lag it adds
    Last edited: January 29, 2011
  2. BulletMagnet

    BulletMagnet Post Master General

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    Sounds like Triple Buffering. You should turn that off in your control panel , as well as OneFrameRenderLag in HostileEngine.ini.
  3. zarakon

    zarakon Active Member

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    Triple buffering typically decreases input lag when vsync is on

    Anyway, the movement issue is definitely not input lag. It's absolutely the game behaving differently with different framerates
  4. BulletMagnet

    BulletMagnet Post Master General

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    I'm pretty sure it's because sitting in your graphics card's memory is a whole bunch of already rendered frames. This is what triple buffering does; when it can, it'll render ahead so that any random jitters in performance are smoothed out because the card just fetches the next frame from memory without thinking very hard.

    The problem occurs when you change what the card should be rendering. If you move, then what's been pre-rendered is either partially or completely invalid. The part that really sucks is that there's no way to flush those frames, so they're piped out to your monitor anyway.

    I think this is what you're seeing.
  5. zarakon

    zarakon Active Member

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    I'm extremely sensitive to input lag on the mouse, so I can tell you for sure that's not the issue. The game is actually drawing out a slow-walking animation. At framerates <= 60, the animation is almost not even there. At 500 fps, it's on the order of seconds before the character reaches full speed.


    Here's a video that shows the issue (with my framerate in the upper left):
    http://www.youtube.com/watch?v=twiFByvcBLg


    I did find that I can define "bSmoothFrameRate=True" and "MaxSmoothedFrameRate=60" in HostileEngine.ini under [Engine.GameEngine] to limit my framerate, so I can live for now..
  6. Diablohead

    Diablohead New Member

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    I see exactly what you mean, it's like the value for stop to moving speed is calculated on frame rate, so running at 60fps is slightly worse then running at a locked 30, though in your example at near 400fps lol not many are going to run the game that high, but still a flaw in the code.
  7. Xx Tikki xX

    Xx Tikki xX New Member

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    just wondering but WHAT HELL ARE YOUR SPECS!?!?!?!?!...........
  8. nyarlathotep

    nyarlathotep New Member

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    Go to the Monday Night Combat config directory (\steam\steamapps\common\monday night combat\HostileGame\Config), open HostileEngine.ini and DefaultEngine.ini with notepad, search for the following line
    Code:
    MaxSmoothedFrameRate
    change it to your maximum desired frame rate.
  9. zarakon

    zarakon Active Member

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    Core i5 2500k @ 4.4 GHz
    ASRock Extreme4 LGA1155
    NVidia GTX 570
    8gb DDR3 1600
    2x 120gb SSDs (Sandforce) raid0


    In the video I'm at a low resolution (1024x768) with minimum settings inside the spawn room where not much is being rendered. During actual games I get more like 150-250 at max settings. The effect I actually see in-game isn't as bad as in the video, but I still consider it crippling


    I did find that I can edit HostileEngine.ini in the users folder by adding "bSmoothFrameRate=True" and "MaxSmoothedFrameRate=60" under [Engine.GameEngine]
  10. grimbar

    grimbar New Member

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    While that is a temporary fix, my words about engine limits to 90 seems to only apply to online unsmoothed play, it won't fix it for us people with 120hz screens.

    The effect is noticeable on 120hz, I just put it under "input lag" back then because I was playing vsync on (deliberately before people go zomg wat)

    this should be looked into.
  11. zarakon

    zarakon Active Member

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    I've been seeing other people that appear to have this issue.. they probably don't even know what it is, and just get screwed by it forever or until they quit.. Any chance for a fix soon?
  12. Xx Tikki xX

    Xx Tikki xX New Member

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    the only fix i guess is playing with vsync on, it happens to me when i turn vsync off so i just play with it on at 60fps
  13. zarakon

    zarakon Active Member

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    Still an issue after the 03/25/2011 update
  14. [451]Fireman

    [451]Fireman New Member

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    Hmm...

    Precision bug for movement acceleration maybe?

    I.e. max acceleration is constrained by 1/FPS * (acceleration value), but the value for 1/FPS is getting smaller then the allowed precision for the variable type and rounding the value even smaller at excessively high frame rates.

    Such a problem would be invisible on XBox or normal mid-range rigs but obviously show up as computers get much faster.

    Do you have any other UE3 games (Mass Effect 2 maybe?) that might show the same behavior?
  15. zarakon

    zarakon Active Member

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    Tried Mass Effect 2. Framerate doesn't seem to affect movement there

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