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Micro-stutter while moving (solved)


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#1 Judith

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Posted 23 April 2017 - 05:12 PM

Not sure what's the source of this problem, but lately I've noticed this a bit jerky movement every half a second or so, especially while running. I reset (deleted) the darkmod.cfg file to see whether I messed something up in the settings, but it looks the same with default values too. This is how it looks like, in a bit exaggerated way:

 


Edited by Judith, 23 April 2017 - 05:51 PM.


#2 nbohr1more

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Posted 23 April 2017 - 05:17 PM

Looks like you might be bitten by the refresh rate bugs in modern Windows versions.

 

Try creating an autoexec.cfg and placing:

 

seta r_displayRefresh "60"

 

in it.


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#3 Judith

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Posted 23 April 2017 - 05:18 PM

Actually, this was recorded with seta r_displayRefresh set to 60 in autoexec.cfg



#4 nbohr1more

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Posted 23 April 2017 - 05:43 PM

Time to go a little deeper.

 

Let's first try disabling vsync:

 

r_swapInterval 0

 

or enabling it.

 

Next, try uncapping FPS:

 

com_fixedTic 1


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#5 Judith

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Posted 23 April 2017 - 05:50 PM

That was weird. The difference between vsync on and off was basically that when it was on, it looked more or less as if it was off, just without screen tearing. Only when I used com_fixedTic 1 command, the movement was smooth again. That helped, thanks.


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#6 nbohr1more

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Posted 23 April 2017 - 06:00 PM

Glad that worked out.

 

It seems that modern Windows versions don't like capped FPS in OpenGL.

 

These are some of the basic permutations of things to try. If you want to see if there's a better cure,

you can also try enabling triple buffer or fiddle with advanced vsync settings in your driver settings.

 

Uncapped FPS in TDM has a few known issues:

 

1) FPS above 200 or so can lead to a paradoxical slow motion effect.

2) The breath potion will expire rapidly at high FPS.

 

You can try re-enabling vsync along with uncapped FPS to mitigate these but it's unclear

whether this will retain the stutter cure for most users.


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#7 Judith

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Posted 23 April 2017 - 06:09 PM

In my case, with no vsync it was 230-300 fps in-game and 1000 fps in menu :o With vsync on everything works well so far. Leaving it off is probably a bad idea anyway, usually stuff like physics is tied to the framerate cap and acts weird if that cap is removed or bypassed..


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#8 duzenko

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Posted 24 April 2017 - 02:35 AM

Uncapped FPS in TDM has a few known issues:

 

1) FPS above 200 or so can lead to a paradoxical slow motion effect.

2) The breath potion will expire rapidly at high FPS.

I also noticed rope arrow quaking fast in House of Locked Secrets pt 1.

...

I think we should add side effects of fixed tic to bugtracker.






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