Author Topic: Frame rate issue  (Read 2235 times)

Offline Skuzzy

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Re: Frame rate issue
« Reply #30 on: March 26, 2008, 12:53:20 PM »
What is the in-game Variance line doing?
Roy "Skuzzy" Neese
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Offline Overlag

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Re: Frame rate issue
« Reply #31 on: March 27, 2008, 06:45:20 AM »
What is the in-game Variance line doing?

mine used to be a solid line but now its a alittle bit bumpy (im talking like 1 or 2 pixels dif from a flat line, not massive jumps). this is in a bomber at 20k with nothing going on around me.

ill take some pics in stable flight and when hitting objects.
Adam Webb - 71st (Eagle) Squadron RAF Wing B
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Offline Skuzzy

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Re: Frame rate issue
« Reply #32 on: March 27, 2008, 06:58:43 AM »
I am sorry.  I was not clear.  When the stutters happen, what is the Variance line doing?
Roy "Skuzzy" Neese
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Offline Overlag

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Re: Frame rate issue
« Reply #33 on: March 27, 2008, 07:16:24 AM »
I am sorry.  I was not clear.  When the stutters happen, what is the Variance line doing?

yeah ill post pics when i get the chance... busy at mo so flying bombers while afk (come hunt me down lol)
Adam Webb - 71st (Eagle) Squadron RAF Wing B
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Offline Lusche

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Re: Frame rate issue
« Reply #34 on: March 27, 2008, 07:25:08 AM »
Just a small thing I noticed: The hit-sprite-freeze only happens with smaller guns: Wirbelwind, Ostwind, most aircraft cannons.
But for example NOT with B-25H's 75mm. I can shoot it without freeze, only if I use it's .50cals it happens.
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Offline Overlag

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Re: Frame rate issue
« Reply #35 on: March 27, 2008, 07:31:39 AM »
Just a small thing I noticed: The hit-sprite-freeze only happens with smaller guns: Wirbelwind, Ostwind, most aircraft cannons.
But for example NOT with B-25H's 75mm. I can shoot it without freeze, only if I use it's .50cals it happens.

ive noticed it with 50s, 20mms, 30mms. Aint tested 303s/7mm.

Tanks and B25H 75mm are fine.


once the sprites are in the cache it seems ok, its almost as if they aint getting preloaded like everything else is
Adam Webb - 71st (Eagle) Squadron RAF Wing B
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Offline TwinBoom

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Re: Frame rate issue
« Reply #36 on: March 27, 2008, 02:52:30 PM »
my main issue is Bullet hit sprites...

... as soon as i hit someone the screen pauses for a few micro seconds. Makes my sucky aim even worse because its constantly pausing.

still does it offline.

i upgraded Monitor a few days after patch and had to reduce some settings but it hasnt removed the stutter on bullet hits.

im getting the same thing i think the bug is not from the sprites ,but the actual muzzle flash graphic loading
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Offline Chilli

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Re: Frame rate issue
« Reply #37 on: March 27, 2008, 04:04:13 PM »
Skuzzy's suggestions have been pretty helpful for me so far.  Like he has said, there are areas where performance is gonna suffer (paraphrased).  I saw some improvement in performance when I updated video driver.  Note, after updating either the drivers or the patches for the game itself, there was much trial and error (and mostly error).

This is what has worked for my POS:

Turned Antialiasing and Anistrophic Filtering off or very low (offset stairstep by trying the highest resolution with desired performance possible - trial and error) Result framerate boost back to normal except when @  400 away from contact (frustrating stutters).

Next, Turned off custom skins, weapons effects, and vehicles effects (do this by checking the appropriate disable boxes under Graphics Detail from clipboard).  Also, turned both detail sliders to performance unless bombing where long range visability of target is needed.  Result was good framerate and stutters disappear. 

This is where Skuzzy and I don't totally agree.  When detail sliders are higher, as needed in bombing, "Rubber Bullets" appear  or should I say disappear.  I believe Skuzzy explains this as packet loss.  It is best to keep all sliders to the right unless you aim is good enough to hit something farther than .5 miles away.

I forgot to mention, that I turn all the background processes off using FSAutoStart before running AH2.





Offline Lusche

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Re: Frame rate issue
« Reply #38 on: March 27, 2008, 06:04:04 PM »
im getting the same thing i think the bug is not from the sprites ,but the actual muzzle flash graphic loading

Not here, because I only get the freze when I hit. I can shoot for minutes, but if my rounds actually reach the target: FREEZE!
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Offline Overlag

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Re: Frame rate issue
« Reply #39 on: March 27, 2008, 06:19:52 PM »
Not here, because I only get the freze when I hit. I can shoot for minutes, but if my rounds actually reach the target: FREEZE!

yup... defo not muzzle flashes... its only hits.

i suppose it isnt much of a problem as i dont hit much so it doesnt happen that often. :p :lol
Adam Webb - 71st (Eagle) Squadron RAF Wing B
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Offline rstel01

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Re: Frame rate issue
« Reply #40 on: March 27, 2008, 06:35:12 PM »
Itrs gotten to the point of where its not even enjoyable anymore in certain situations. I have everything dealing with the graphics card down and now running in 128, to the point my first PONG game in 1975 looked better. I even am trying the "Omega" drivers instead of the regular ATI drivers for my Radeon 9200. 

I am running the replacement to FS Autostart and that only picked up 4-5fps at best. Smoke/fire kills me and I have the ground distance so far down I cant see anything anyway. The machine is very clean.

Its not my ISP as my wifes machine (she plays to) stays at 50-60fps but, she is a Vista versus my XP.

Maybe its something with DirectX 10 since the Vista uses this?     

Offline bustr

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Re: Frame rate issue
« Reply #41 on: March 27, 2008, 06:38:42 PM »
Something else to check for in the cpu bottlenecking department is unneseccary extra processes installed by your video card install, sound card install and other hardware/software device installs.

My ATI video card setup installed 3 unnecessary processes that I removed after researching them on the internet. My sound card installed a service to run a CDRom and media player installed a service that is nonessential. After removing these my FPS improved by alot in the game.

If you are runing XP pro, not all of the network detection services installed in service manager are needed to play AH on the internet. SSDP Discovery Service comes to mind.

If you are having frame rate hits after the newest version of AH has been installed try the following to gain back cpu cycles.

1. Go into your video card 3D setup and change any sliders from quality to performance. Do this a littel at a time to see if your FPS improve.
2. Open task manager and identify any processes that are nonessential to playing the game or running your computer and remove them or disable them during game play.
3. Go into service manager and look for unnecessary services and disable them(at least during game play).

This new version of the game seems to require more cpu processing cycles. In the previous version players with older systems got away with not cleaning up the processes and services running during game play while not doing any tuneing to their vid card. I know I did and thats what caused the performance hit on my FPS.  

I'm running at 512 for textures and the amount of memory being used for textures when I hit <ctrl-I> in the game went from 54 up to 101 in this version of AH. Thats a give away that more is being required of your cpu to run the game.
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Offline ROCKYDOG

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Re: Frame rate issue
« Reply #42 on: June 24, 2008, 10:27:11 AM »
First great updates.

I have an issue now with my frame rate.  It started as son as you changed hosts after the new update.  My rate has alwas been between 53, and 67 frames.  And is now between 5, and 10.  Ive chked mu cable connection 400bps, nothing running in the back ground.  Below is my ping, and trace to the I.P addresses you have listed in the forum.  Help!  Cant play when its this slow

Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

C:\Documents and Settings\Michael>ping 206.16.60.39

Pinging 206.16.60.39 with 32 bytes of data:

Reply from 206.16.60.39: bytes=32 time=59ms TTL=234
Reply from 206.16.60.39: bytes=32 time=56ms TTL=234
Reply from 206.16.60.39: bytes=32 time=56ms TTL=234
Reply from 206.16.60.39: bytes=32 time=59ms TTL=234

Ping statistics for 206.16.60.39:
    Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 56ms, Maximum = 59ms, Average = 57ms

C:\Documents and Settings\Michael>ping 206.16.60.41

Pinging 206.16.60.41 with 32 bytes of data:

Reply from 206.16.60.41: bytes=32 time=50ms TTL=233
Reply from 206.16.60.41: bytes=32 time=50ms TTL=233
Reply from 206.16.60.41: bytes=32 time=50ms TTL=233
Reply from 206.16.60.41: bytes=32 time=50ms TTL=233

Ping statistics for 206.16.60.41:
    Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 50ms, Maximum = 50ms, Average = 50ms
Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

C:\Documents and Settings\Michael>ping 206.16.60.39

Pinging 206.16.60.39 with 32 bytes of data:

Reply from 206.16.60.39: bytes=32 time=59ms TTL=234
Reply from 206.16.60.39: bytes=32 time=56ms TTL=234
Reply from 206.16.60.39: bytes=32 time=56ms TTL=234
Reply from 206.16.60.39: bytes=32 time=59ms TTL=234

Ping statistics for 206.16.60.39:
    Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 56ms, Maximum = 59ms, Average = 57ms

Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

C:\Documents and Settings\Michael>tracert 206.16.60.39

Tracing route to 206.16.60.39 over a maximum of 30 hops

  1     6 ms     5 ms     5 ms  73.158.112.1
  2     6 ms     5 ms     5 ms  GE-2-38-ur01.nstonington.ct.hartford.comcast.net
 [68.87.183.201]
  3     7 ms     7 ms     7 ms  te-9-1-ur01.norwich.ct.hartford.comcast.net [68.
86.231.166]
  4     7 ms     7 ms     7 ms  te-9-1-ur01.easthampton.ct.hartford.comcast.net
[68.86.231.161]
  5     8 ms     7 ms     7 ms  te-8-3-ur01.middletown.ct.hartford.comcast.net [
68.87.182.33]
  6     9 ms     7 ms     7 ms  te-9-3-ar01.berlin.ct.hartford.comcast.net [68.8
7.182.49]
  7    12 ms    11 ms    11 ms  12.116.169.5
  8    54 ms    59 ms    54 ms  tbr2.n54ny.ip.att.net [12.123.0.38]
  9    54 ms    53 ms    53 ms  cr2.n54ny.ip.att.net [12.122.16.205]
 10    54 ms    52 ms    51 ms  cr2.wswdc.ip.att.net [12.122.3.38]
 11    55 ms    56 ms    54 ms  tbr1.wswdc.ip.att.net [12.122.16.62]
 12    54 ms    54 ms    55 ms  tbr1.sl9mo.ip.att.net [12.122.10.30]
 13    54 ms    53 ms    54 ms  tbr2.dlstx.ip.att.net [12.122.10.90]
 14    52 ms    55 ms    54 ms  br2.dlstx.ip.att.net [12.123.16.213]
 15    54 ms    53 ms    53 ms  mdf1-gsr12-1-pos-7-0.dal1.attens.net [12.122.255
.82]
 16   209 ms    54 ms    54 ms  mdf1-bi8k-1-eth-1-3.dal1.attens.net [63.241.192.
206]
 17    53 ms    53 ms    54 ms  206.16.60.39

Trace complete.

C:\Documents and Settings\Michael>

You can live everyday! But you only Die once!
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Offline Getback

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Re: Frame rate issue
« Reply #43 on: June 24, 2008, 01:04:20 PM »
And what happens when you roll back to 512 texture sizes and disabled AA?  Just asking, as I have not experienced any frame rate loss at all.  Still pegged at 75FPS (monitor referesh).

Me too! 75fps pegged.

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Offline Ruler2

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Re: Frame rate issue
« Reply #44 on: June 26, 2008, 12:31:00 PM »
this is pretty strange,about 3 weeks ago i all of a sudden started getting a good FR as well,i used to never even be able to get 20,now im getting hi 30s to 60s