

- How weak is the gamebryo engine mod#
- How weak is the gamebryo engine code#
- How weak is the gamebryo engine free#
They will be convinced you are talking about something completely different, or that its your system. In addition, setting a framerate cap can also save CPU cycles, allowing the processor to run cooler in the case where the computer can easily mantain the framerate goal.īecause they are not sensitive enough to notice it (or don't have good enough frame rate normally to distinguish it from poor performance) so they think you are talking about fps drops or big memory related stutters don't bother trying to explain it to anyone who has never seen it.
How weak is the gamebryo engine code#
In games where the network code is dependant on the framerate (Quake2, Quake3, ET:QW, etc.) such a framerate cap can be very beneficial for both the client and the server (the more frames rendered, the more information that has to be sent through the connection). If the framerate cap is set to 60, then the renderer will only try to render 60 frames per second, and not any more. This is particularly true when Triple Buffering is enabled, which is also one of the causes of mouse lag when vsync is enabled (the computer is too busy rendering frames ahead, so the mouse input is slightly ignored by the CPU in favor of the graphics rendering!).įorcing a framerate cap (such as Quake3's "com_maxFPS") tells the engine to NOT render frames ahead when reaching the set goal. Yet, the renderer can still be rendering frames "ahead" while it waits for synchronization. Even though LCD pannels do not display using a "refresh rate", they still get a signal that has a refresh rate in Hertz (cycles per second). NOTE: Vsync forces the renderer to wait for synchronization with the monitor's refresh rate. The Source engine (Half-Life2, Portal, etc.) also has a setting for a framerate cap. This would be like the setting "com_maxFPS" in Quake3.

How weak is the gamebryo engine mod#
I'm almost certain that a real FPS cap in Oblivion (no, I'm not talking about vsync!!!) would solve the problem, but I still haven't found a mod that implements that, perhaps because it's something that can only be implemented at the renderer level. The fact that the FPS clamp fixes the problem, tells me that it is not a videocard problem. I believe the problem seems to be related to a lack of synchronization between the rendering engine (possibly the movement or physics code?), and the video card. The slight jerky motion I'm talking about feels very much like the jitter you get in Doom3 when you have preciseTic enabled and your framerate goes below 60 FPS.

The ONLY setting that fixes it the FPS clamp=60 in oblivion.ini, but we all know that once your framerate goes below 60 FPS, the game will run in slow motion (and if you don't have vsync enabled) when you go above 60 FPS, the game will run too fast.

I recognize EXACTLY what you're talking about: it feels like a slight "jerk" that happens (in my case) about two times per second, regularly, when you're spinning around, walking, running, or straffing.Īnd yes, yes, yes, I get the occasional loading pause, as well as the texture loading stutter, as well as the rare texture-thrashing hiccups. It is not caused by loading new data, it appears to be an actual bug related to graphics synchronization in the Gamebryo engine
How weak is the gamebryo engine free#
Click to expand.All my cards oblivion/fallout/Fallout vegas have been nvidia cards however different models and operating systems with different hardware to go with it.Ģ) This is not low or high performance relatedĥ) Not related to the cpu ( i tried different affinity's ) amd before, intel quad core nowĦ) Not related to operating systems, windows xp before 7 nowħ) Ifpsclamp is only a temporary fix but has it's drawbacksĨ) It's not normal stuttering but frameskipping!ġ1) All nvidia cards have all done it to me ( 8800GTS, GTX, TI4200, GTX260 )ġ2) Not related to the power supply i've had different onesġ3) Memory is perfectly stable, as it was on my other systems but now i have 8GBġ4) System is virus free and minimal windows processesġ5) The DX9.dll fix does NOT fix frameskippingġ6) VSync Off / Vsync ON ( Triple buffering ), Pre-render frame's ahead no difference
