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Old 08-01-19, 09:15 AM   #86
propbeanie
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... One way to somewhat control non-nVidia cards is to use sober's antilag utility. I just started experimenting with it yesterday (again). You'll have to noodle with the antilag.cfg file in it, the game's v-sync on or off (as noted by Front Runner above) and the game's resolution re-fresh rate, which isn't always available for a given resolution. For my particular laptop, if I use the 1600x900 @ 40Hz (which is the laptop's "recommended" rate) setting in-game (there is also a 60Hz choice available for that resolution), with v-sync on, and then restrict the framerate in the antilag.cfg file to 30fps, I actually end up with a max figure of 25fps in the game, using the <Ctrl><F8> keystroke combination. I have not completed experimenting to find a relatively "accurate" 30fps rate just yet...

Quoting the ReadMe with "antilag":
Quote:
The antilag.cfg contains two configuration parameters:
RenderAheadLimit: This is the amount of frames that D3D9
is allowed to 'render ahead'. A value of 1 means that the
render queue is flushed immediately when a frame is ready.
This provides minimal latency, but can cause a significant
performance drop. A value of 2 allows one frame to be in
the queue, which provides a good compromise between low
latency and good performance. Setting of 0 will disable
the feature.
FPSlimit: This setting will limit the framerate to the
rate set. In cases where the framerate is fluctuating alot
limiting the framerate to a lower value (ie. 35) can provide
smoother gameplay feel. It can also be used to reduce the
cpu/gpu usage, which is helpful for laptop users.
I am experimenting with my antilag.cfg set to:
RenderAheadLimit=2
FPSlimit=30
... I have not adjusted to 60Hz yet to see what happens with the Frame Per Second figure, nor have I tried with V-Sync off yet. The game was written to run at 30fps - from what we've been able to surmise - and anything above that rate (probably below it also) seems to affect the "world" clocks. ymmv
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