Fps not increasing when I lower settings

18chiatt

Reputable
Dec 2, 2015
6
0
4,510
I have a i5 4690K and a 970 and when Playing Csgo I get around 250 fps. The problem is no matter what I do I always get 250FPS. I've tried lowering all the settings to minimum and the resolution but I still get the same FPS as when I'm playing 1080P max settings. Plz help.

PS I have a 144 Hz monitor.
PSS I know that going above your refresh rate has diminishing returns but I want a higher frame rate.
PSSS if you don't believe me watch 3klikpsphilips video on it.
 
Hmm well maybe the game can't go above 250fps and I don't see any reason why you need to go higher as about 100fps+ you see no difference. Also making a card run un-vysnced can make the card more noisy, cause screen tearing, stutter, also chugging out hundreds of frames can shorten the life span a bit, Most people just run a GPU with a frame limiter or vysnc to create the frames for their monitor be it 60hz or 144hz. You may also start to hear coil whin due to the stress of the amount of frames being made.

Your frame rate is fine leave it be, be happy you can pull 250fps on the highest settings.
 

18chiatt

Reputable
Dec 2, 2015
6
0
4,510


Yeah that's probally what it is.

I have an i54690K so I expect a little bit better. Maybe I'll OC my CPU.
 

18chiatt

Reputable
Dec 2, 2015
6
0
4,510


https://www.youtube.com/watch?v=hjWSRTYV8e0

That's the reason I want higher FPS.

 

18chiatt

Reputable
Dec 2, 2015
6
0
4,510

Also, where did you get "chugging out hundreds of frames can shorten the life span"?



 
Actually, FPS that high is going to cause a lot more problems then if you just were fixed at 60. The main problem is you are going to have a display/refresh cycle that looks something like this, assuming a constant 250 FPS:

Frame 1 created
Frame 2 created
Frame 3 created
Frame 4 created
Monitor requests new frame
Frame 4 sent to monitor
Frame 5 created
Frame 6 created
Frame 7 created
Frame 8 created
Monitor requests new frame
Frame 8 sent to monitor

Still only displaying 60 frames per second, with only every 4th frame created making it's way to the display. The problem becomes, if you drop to say 249 FPS, you start getting a non-even distribution of frameskipping, which will result in some degree of screen tearing.

So yeah, there is such a thing as too much FPS.
 

18chiatt

Reputable
Dec 2, 2015
6
0
4,510


I seeee your point but if you watch the video it explains why a higher frame rate results in less input lag and display latency in general.

 
"Input Lag" is just the delay of when you input an action, versus when a frame that shows the result of that action appearing on screen. Take this as an example case:

Frame 1 Created
Frame 2 Created
*User Inputs Some Action*
Monitor requests new Frame
Frame 2 sent to monitor
Monitor requests new Frame
Frame 2 sent to monitor
Frame 3 Created <-- Reflects button press
Monitor requests new Frame
Frame 3 sent to monitor --< Reflects button press

60 FPS, but a three frame (~50ms) delay before the users actions actually get reflected on screen.

"Input Lag" is simply an issue with latency and how fixed refresh rate monitors and dynamic frame creation all interact. Yes, if you pump out more total frames, there's a higher likelyhood that the next refresh will use a frame where your inputs are reflected on screen, but that's no guarantee. The real issue is frame LATENCY, or how long it takes to create a frame. For a 60 Hz display, if you can't guarantee one new frame every 16.67ms, you are going to have input lag, regardless of how many frames you create over a 1 second timespan.

This is partially why variable refresh rate monitors are the new big thing, since input lag basically goes away as long as you can maintain a 30 FPS refresh rate, or one frame per 32ms.