Studder in game, not while speccing
Vic wrote:
Try this bin: http://www.warsow.net/dev/mach.....ow_x86.exe
Btw, is s_musicvolume set to 0?
i think you should consider the fact to make a 0.62 release with that VBO optimization because since im testing it i've no more lags. That could help a lot of people
Huksi` wrote:
That's what you get for flaming warsow devs. Ever heard about the law of karma?
Maybe the shrinking player base is the karma the devs get for never listening to like, 90% of the community including those outside of the game who refuse to try it because of many of it's poorly designed features? This was already settled, I didn't come in this forum starting shit, so don't start it with me.
cl_extrapolate is set to 0. I've had it to 1 and the problem persisted.
what you describe sounds _very_ much like the 0.6 cg_extrapolate 0
bug, in which has been fixed in 0.61. c(g|l)_extrapolate 0 isn't a
recommended setting anyway.
gowhatyourself wrote:
Huksi` wrote:
That's what you get for flaming warsow devs. Ever heard about the law of karma?
Maybe the shrinking player base is the karma the devs get for never listening to like, 90% of the community including those outside of the game who refuse to try it because of many of it's poorly designed features? This was already settled, I didn't come in this forum starting shit, so don't start it with me.
warsow is based on q2 engine (qfusion) which, im pretty sure, it's hard to modify and evolve. Also if it's frustrating to play with lags and stuffs, just wait some time and you can be 100% sure that warsow will be fixed. It will take time to be close to perfection, because atm warsow has few devs and they need more hands to work on it. Then you can't pretend that all problems will be fixed in 1 or 2 days. Just wait and dont be so impatient.
Koochi said:
warsow is based on q2 engine (qfusion) which, im pretty sure, it's hard to modify and evolve. Also if it's frustrating to play with lags and stuffs, just wait some time and you can be 100% sure that warsow will be fixed. It will take time to be close to perfection, because atm warsow has few devs and they need more hands to work on it. Then you can't pretend that all problems will be fixed in 1 or 2 days. Just wait and dont be so impatient.
Vic is doing the best he can trying to help me out and you're coming in and flaming me. What's wrong with this picture.
warsow is based on q2 engine (qfusion) which, im pretty sure, it's hard to modify and evolve. Also if it's frustrating to play with lags and stuffs, just wait some time and you can be 100% sure that warsow will be fixed. It will take time to be close to perfection, because atm warsow has few devs and they need more hands to work on it. Then you can't pretend that all problems will be fixed in 1 or 2 days. Just wait and dont be so impatient.
Vic is doing the best he can trying to help me out and you're coming in and flaming me. What's wrong with this picture.
Koochi wrote:
Vic wrote:
Try this bin: http://www.warsow.net/dev/mach.....ow_x86.exe
Btw, is s_musicvolume set to 0?
i think you should consider the fact to make a 0.62 release with that VBO optimization because since im testing it i've no more lags. That could help a lot of people
I think we will.
Anyway, WHAT, I really recommend making sure you're running 0.61 + cl_extrapolate 1
Because this problem is so inconsistent, I'm going to run the
settings you recommend, play a bit, and then get back to you. If
the stutter comes up again then I'll let you know. Thank you for
your help vic.
I think you re not alone.. I have (perhaps) the same problem and I
know somnar is having the same probs too (as me)
It occurs mostly at the start of a map, in all gametypes (some take a bit longer like duel), and goes away after 1-3 minutes.
When I look in netgraph it looks like large yellow bricks, but i m 100% sure it s not network related. Is this the same problem you have ?
It also only occurs in 0.6/0.61 nvr had it in 0.5 or previous versions.
I tried everything, except a complete system reinstall, which I cba with since it s still very fresh.
Anyway I ll try the new bins too and report what happens
D.
It occurs mostly at the start of a map, in all gametypes (some take a bit longer like duel), and goes away after 1-3 minutes.
When I look in netgraph it looks like large yellow bricks, but i m 100% sure it s not network related. Is this the same problem you have ?
It also only occurs in 0.6/0.61 nvr had it in 0.5 or previous versions.
I tried everything, except a complete system reinstall, which I cba with since it s still very fresh.
Anyway I ll try the new bins too and report what happens
D.
try also disabling vsynch and make sure you have a reasonable fps
limit (like 125).
Got the same problem, tried everything in here nothing worked
really.
I have the exact same problem as OP. Severe stuttering fps which
does not happen if I'm speccing or not pressing any keys. I think
it is related to the way the keyboard is being read from. Some kind
of synchronisation issue.
The easiest way for me to test for it is to just look at the scrolling numbers on the console background, and hold down a key, then the scrolling numbers start stuttering really bad after a few seconds. Let go of the key and it stops stuttering.
I found I could improve the problem a lot by setting cl_maxfps to 59 (or 1 less than whatever your monitors refresh rate is). This also gets rid of the input lag with vsync, presumably because it's never rendering more frames in advance.
But still, on some maps it stutters and hitches really bad. Like alley with 10 bots. It should not be dropping at all on my system, I don't think, because the first version I had was good (0.5 I think).
Back when I was running winXP I solved it by using gl_ext_texture_compression 0 , but now that I upgraded to Win7 64bit with new GPU, that doesn't solve the issue anymore (but cl_maxfps 59 helps a lot)
So...I think there is something wrong with the game's code. Even when I click around on things in the menu, it introduces massive input lag for around 5 seconds, then it gradually goes away. Maybe the frame buffers are overflowing or something?
System specs
AMD athlon 64x2 4200 (2x 2.1ghz)
Asus 6770
2GB ram
win7 64 bit
Also happens on XP 32bit with a Nvidia 7300
I also went into my bios and tried disabling hyperthreading among other things and played around with USB settings and bought a new keyboard and mouse, to no effect.
It's disappointing because I really like Warsow but it just doesn't want to run nicely on my system. Such is life...
The easiest way for me to test for it is to just look at the scrolling numbers on the console background, and hold down a key, then the scrolling numbers start stuttering really bad after a few seconds. Let go of the key and it stops stuttering.
I found I could improve the problem a lot by setting cl_maxfps to 59 (or 1 less than whatever your monitors refresh rate is). This also gets rid of the input lag with vsync, presumably because it's never rendering more frames in advance.
But still, on some maps it stutters and hitches really bad. Like alley with 10 bots. It should not be dropping at all on my system, I don't think, because the first version I had was good (0.5 I think).
Back when I was running winXP I solved it by using gl_ext_texture_compression 0 , but now that I upgraded to Win7 64bit with new GPU, that doesn't solve the issue anymore (but cl_maxfps 59 helps a lot)
So...I think there is something wrong with the game's code. Even when I click around on things in the menu, it introduces massive input lag for around 5 seconds, then it gradually goes away. Maybe the frame buffers are overflowing or something?
System specs
AMD athlon 64x2 4200 (2x 2.1ghz)
Asus 6770
2GB ram
win7 64 bit
Also happens on XP 32bit with a Nvidia 7300
I also went into my bios and tried disabling hyperthreading among other things and played around with USB settings and bought a new keyboard and mouse, to no effect.
It's disappointing because I really like Warsow but it just doesn't want to run nicely on my system. Such is life...
Try gl_ext_glsl 0; vid_restart; if it happens again.
If this fixed it, try swapping it back on. I remember it helped for someone.
If this fixed it, try swapping it back on. I remember it helped for someone.
or in_dinput 0; in_restart
or gl_ext_texture_sgis_mipmap 0; vid_restart
(updated 2012-04-24 12:04:56)
or gl_ext_texture_sgis_mipmap 0; vid_restart
(updated 2012-04-24 12:04:56)
Thanks, tried all of that, no luck (except
gl_ext_texture_sgis_mipmap which is not a command on my client).
I've also tried various combinations of the commands mentioned in
this thread.
It is definitely something to do with the keyboard input, I think. If I don't touch the keys and just spec a bot, it's smooth.
(updated 2012-04-25 06:22:13)
It is definitely something to do with the keyboard input, I think. If I don't touch the keys and just spec a bot, it's smooth.
(updated 2012-04-25 06:22:13)
So, if I launch the game and click Player Setup, I can see my
character model spinning around smoothly. As soon as I press and
hold a key, the player model starts stuttering and jerking, as well
as the scrolling numbers down the left hand side. As soon as I
release the key, the stuttering disappears.
Is there any debug command I can run at this time? Maybe some input buffer overflow or something?
Is there any debug command I can run at this time? Maybe some input buffer overflow or something?
Interesting...
If you set up keyboard character input speed slower from windows keyboard setup, does it help?
If you set up keyboard character input speed slower from windows keyboard setup, does it help?
crizis wrote:
Interesting...
If you set up keyboard character input speed slower from windows keyboard setup, does it help?
Tried that already, and nope :)
I saw there was a a similar bug with the game Dead Island which was fixed by disabling repeat keystrokes, which I tried also.

