Wasn't there at 1ms sleep call within the loop at one point?randy wrote:It also doesn't have an event-driven timer, so even when you cap the FPS, it's still running at full speed.Blzut3 wrote:At least right now, ZDoom doesn't have a vsync implementation for Linux
Custom FPS cap
Moderator: GZDoom Developers
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Re: Custom FPS cap
Re: Custom FPS cap
Agreed.Siggi wrote:Indeed, I have noticed. But there's nothing wrong with a direct question.Zippy wrote:One imagines he either knows the language through birth/education/hobby or is esoterically silly. Consider again the avatar and various references that have occurred in off topic.
I'd run things in another language if I was well versed in a second one. It's one way to keep up practice. My ability to read and sign ASL has really been crippled since it fell into disuse.
And that's a nice example of what I like about non-idiotic discussions and how differences come into play. Given the same observation, likely the same presumed reasons, and agreement that asking isn't itself problematic, we still come to opposing straights of, "So, might as well ask!" and "So, no reason to ask!"
In the interest of giving the whole, "it's the i7's fault!", I thought I take a look at some numbers with my i7. So here's ZDoom running widescreen with vsync/cap off, vsync on, and cap on. With both off we do see ZDoom going to town, rendering at a worthless 550 FPS. VSync immediately brings things under control to the monitor's lower refresh rate of 60 FPS, also dropping the CPU usage. Lastly, the cap drops it a little bit lower at 35 FPS.
- Siggi
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Re: Custom FPS cap
I've been studying Japanese for since 2005, however the past 4 years have not seen as much progress because I'm also studying Computer Science at University. My ability to read Kanji is quite poor, and vocabulary is a bit lacking, but my understanding of basic language and sentence construction is pretty good. I enjoy it a lot though.randy wrote:I wish. My self-study just started last month with the kana and this month with the kanji. I'm using Heisig's Remembering the Kanji, so even though I just did kanji #569 today, it will be a while before I can read anything besides random words like 日本語、今日、私、百合、and 花びら. At least for now, it's satisfying enough to be able to look at a page of written Japanese and recognize some of the kanji as characters and not just random squiggles and lines.
For Ubuntu I'm using Uim and Anthy. The default, Scimm, I wasn't very fond of either. Specifically getting it to work with anything other than GTK and Qt applications. Although I have not set up my system this way at the moment, I know Uim can be used to handle pretty much every form of input, so you can even use it with xterm. I should point out it was quite awhile ago I tried Scimm, so maybe it's changed since then. Either way I'm happy with Uim and Anthy.randy wrote:The Japanese input support that comes with Ubuntu pretty much sucks compared to Windows 7, unfortunately. I'm sure there must be some decent input system for Linux somewhere, but I have no idea where to look.
Also, sorry about the off-topicness in the Development subforms.
Re: Custom FPS cap
Looks like it was a problem with GL mode or porting, then. Hell right now I'm looking it doing 1000 fps and not even registering on perfmon, so I give in.
Re: Custom FPS cap
That's a problem with your computer, man. Try cleaning your vents or underclocking your CPU. I use SpeedswitchXP on my laptop to keep it cool. If that fails to keep it cool, you might even have to disable one of your cores through your BIOS.dascott wrote:generating a lot of useless heat and even crashing some PCs. (laptops especially)
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Re: Custom FPS cap
そうですね。。。
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Re: Custom FPS cap
Holy shit, I were wandering about why (G)ZDooM cannot do this kind of thing when I just want to custom my max fps every time...
Now I'm happy.
Now I'm happy.
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Re: Custom FPS cap
I'm glad there's finally a custom fps cap. I've been noticing lately that ZDoom was making my cpu hot as a sun, while also causing amusing visual glitches by running at thousands of FPS (screen shaking makes the whole screen get chopped into multiple thin horizontal slices, for example). I simply stopped using it and went with GZDoom since the nvidia sync to vblank option did its job well with opengl.
I have uim with the "anthy" input method for that, not sure if you'd like it. It requires some configuration and learning keyboard shortcuts.randi wrote:I'm sure there must be some decent input system for Linux somewhere, but I have no idea where to look.
Re: Custom FPS cap
Framerate cap does not work.
i have this :
cl_fpscap=false
vid_maxfps=250
Despite carefuly reading the Display page of ZDoom wiki i fail to see why it does not work : http://zdoom.org/wiki/CVARs:Display
cl_capfps (boolean)
Default: false
When true, the game is limited to 35 FPS, as it was originally in Doom. When false, the game frame rate will be as high as your machine is capable of (within the limits of vid_maxfps, if set). You can use this in conjunction with vid_vsync to control whether or not the maximum frame rate is restricted to your monitor's refresh rate.
vid_maxfps (integer) (Not Mac OS X)
Default: 200
If non-zero, this variable limits the frame rate to some arbitrary rate between 35 and 1000 FPS. Note that vid_maxfps 35 is not the same as cl_capfps 1: cl_capfps caps the frame rate by tying the video update directly to the game timer. With vid_maxfps 35, the video update and game timer are running on separate timers, and results will not be as good as with cl_capfps 1, which uses only one timer. You can use this in conjunction with vid_vsync to control whether or not the maximum frame rate is restricted to your monitor's refresh rate.
PS : I use latest GZDoom stable build : Version 2.1.1 (64-bit)
Checked with vid_fps 1, the cap just dont work.
i have this :
cl_fpscap=false
vid_maxfps=250
Despite carefuly reading the Display page of ZDoom wiki i fail to see why it does not work : http://zdoom.org/wiki/CVARs:Display
cl_capfps (boolean)
Default: false
When true, the game is limited to 35 FPS, as it was originally in Doom. When false, the game frame rate will be as high as your machine is capable of (within the limits of vid_maxfps, if set). You can use this in conjunction with vid_vsync to control whether or not the maximum frame rate is restricted to your monitor's refresh rate.
vid_maxfps (integer) (Not Mac OS X)
Default: 200
If non-zero, this variable limits the frame rate to some arbitrary rate between 35 and 1000 FPS. Note that vid_maxfps 35 is not the same as cl_capfps 1: cl_capfps caps the frame rate by tying the video update directly to the game timer. With vid_maxfps 35, the video update and game timer are running on separate timers, and results will not be as good as with cl_capfps 1, which uses only one timer. You can use this in conjunction with vid_vsync to control whether or not the maximum frame rate is restricted to your monitor's refresh rate.
PS : I use latest GZDoom stable build : Version 2.1.1 (64-bit)
Checked with vid_fps 1, the cap just dont work.
- Graf Zahl
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Re: Custom FPS cap
vid_maxfps is not implemented in GZDoom.
- StrikerMan780
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Re: Custom FPS cap
Any ETA on when it might be? I'd like to be able to limit my FPS without introducing the horrendous input and mouse lag that comes with enabling V-Sync. That, and I want to keep my GPU from running too hot.
Last edited by StrikerMan780 on Wed Jun 15, 2016 6:25 pm, edited 1 time in total.
Re: Custom FPS cap
Just a quick note, limiting fps is very important, some high end graphic cards have coil whine noise if they are outputing too many frames per seconds (above 1000+) you can google coil whine if you are not aware. Thanks for your answer and your amasing work Graf Zahl.
Re: Custom FPS cap
Yeah, my rig does that whenever I run GZDoom. At first I thought something was wrong but it seems 960's are pretty prone to it.