Is there a fps limit command for left 4 dead?
Source games have a max_fps command that can be entered in console, it used to be 300 i believe.
I try “max_fps nuber” in the “set launch options” and didn’t work
Also left 4 dead do not have console.
It does, like all source games have a console you may have to enable it in options though.
Also, i got it wrong, it is fps_max the command although it doesn't seem to work in left 4 dead.
http://www.tweakguides.com/HL2_8.html
It is in this list but obviously doesn't work now.
I try fps_max to the console but didn’t work
oh, and obvious question, but why not just use v-sync?
Because in online games you have to be competitive, so 60fps(v-sync) is not very good. I like to have 90fps constant.
What monitor do you use?
Actually scrtap that, if yu monitor can only do 60hz then it cannot display anymore than that and if an lcd probably won't even consistantly reach that.
I think you are probably the sort that believes it makes a dfference having more than can actually be displayed.
Yes you are right the human eye can see only 60fps, but from 60fps to 90fps you can feel the difference in online gaming. For example in cod 91fps constant is so much better than 60fps(v-sync), the difference is so big that in 60fps(v-sync) barely i can play(I mean I cannot be competitive, the game still look very very smooth) and when I play with 91fps constant is just perfect(I mean I can kill everyone and get top score).
I was not talking abount the human eye.
Read what i wrote before responding. Your monitor cannot display 90FPS, you cannot "feel" any difference as it is not there.
And how you can explain that with 91fps constant I am a very good player and with 60fps I am a bad player?
confidence boost?
*shrug*
How do you know what fps you have?
Fraps or i can see if i have 91 i can see screen tearing if i have 60fps(v-sync) i cannot see screen tearing. both 91fsp and 60fps are very smooth but when I have 91fps I am much better player.
Placebo effect.
No, the truth is you do not know what fps you have.
Let me tell you something, very important.
fraps or any other counter does not tell you how much fps is on screen, it tell you how much times the frame buffer on the gfx cards changes.
An lcd screen does not provide a contant fps at any one time with normal gameplay, it varies depending on how much of a change of state is needed, a sky for instance of constant blue with be able to change colours a maximum of 60 times as that is how much signals the monitor can accept.
However in the same frame there may be a part of it rapidly changing colours, the lcd's need time to change state and so you may only get 30 changes of state per second for those frames.
Do you see what i mean here, with crt's you could knoew exactly how much fps you were getting if it was at or under your refresh ratem with lcd's you do not exactly know.
Many people including yourself, no matter how many times i or others around the net post such information, learn this.
Look up some decent lcd reviews and they will tel you the same.
An LCD screen can only display up to its current refresh rate. Every time the screen refreshes, a new image (or the current one) is drawn to the screen. In short, for most LCD's, any number over 60 is irrelevent.

Screen does not refresh, no image is drawn.
| strangestranger wrote : Screen does not refresh, no image is drawn. |
| Quote : Refresh rate: The number of times per second in which the monitor draws the data it is being given. Since activated LCD pixels do not flash on/off between frames, LCD monitors exhibit no refresh-induced flicker, no matter how low the refresh rate |
http://en.wikipedia.org/wiki/Lcd_display
As I said before, most LCD moniters can not refresh more than 60 times per second, so any higher FPS goes to waste, as even though the GPU is capable of producing 91 FPS, the moniter can not DISPLAY all of those frames.

Read my post above your and all the others i have posted in, i know fine well how an lcd works.
There is no refresh rate as far as the image is concerned. That quote you provided is complete and utter bollocks.
| strangestranger wrote : Read my post above your and all the others i have posted in, i know fine well how an lcd works.
|
*sigh*, I just got done with a debate just like this over at guru3d. The refresh rate for an LCD refers to how many times per second a pixel can switch colors. As such, the most you can effectivly re-draw a screen for most LCD moniters is 60 times per second.

No, that is the response time ffs. The screen is not redrawn.
The refresh rate, if you are going to use the term in regards LCD's, as i pointed out in my above post is how many signals or refreshes the monitor's electronics can handle.
The actual LCD's have no such refrsh rate. They have a response time, the time it takes to change state but that is not constant nor limited to 60mhz. Absolutely no connection whatsoever.
Seriously, go do some reading and get back to me when you have been educated. I have had these discussions far too many times and yet still people like you andf the OP cannot get their head around the change in tech.
| strangestranger wrote : No, that is the response time ffs. The screen is not redrawn.
|
Incorrect. A LCD's refresh rate is how many times per second a signal can be sent to tell a pixel (or multiple pixles) to change color. And as you mentioned above, that more of an electronic limit more than anything.
| Quote : Refresh rate: The number of times per second in which the monitor draws the data it is being given. Since activated LCD pixels do not flash on/off between frames, LCD monitors exhibit no refresh-induced flicker, no matter how low the refresh rate. [4] Many high-end LCD televisions now have a 120 Hz (current and former NTSC countries) or 200 Hz (PAL/SECAM countries) refresh rate. The rate of 120 was chosen as the least common multiple of 24 frame/s (cinema) and 30 frame/s (NTSC TV), and allows for less distortion when movies are viewed due to the elimination of telecine (3:2 pulldown). For PAL/SECAM at 25 frame/s, 200 Hz is used as a compromise of one-third the least common multiple of 600 (24 x 25). This is most effective from a 24p-source video output (available on Blu-ray DVD). |
In contrast, the response time is the time it takes for a given pixel to actually change its color once it receives the signal.
| Quote : Response time: The minimum time necessary to change a pixel's color or brightness. Response time is also divided into rise and fall time. For LCD Monitors, this is measured in btb (black to black) or gtg (gray to gray). These different types of measurements make comparison difficult. A response time of <16ms is sufficient for video-gaming[1], and the difference between response times once they're below 10ms begin becoming imperceptible due to limitations of the human eye [2] [3] |
The mistake you are making, is you are not distinguishing between a signal telling a pixel to change color (Refresh rate), and the time it takes for that change to occur (Response time).
Source: http://en.wikipedia.org/wiki/Lcd

I ain't making no mistake.
You keep using terms wrongly.
The screen is not drawn each time, that is a wrong term.
There is no refresh. It is wrongly used.
You are trying to explain to me how i am wrong by misusing terms.
You are telling me nothing i hav not already typed out.
I have already said that the 60hz refers to how many signals the monitor can accept which is correct(it can not send more signals than it can accept), I have already said that how much fps you can have is determined moreso by the response times than how many signals the monitor can process.
Indeed, i am wondering what sort of BS you are going on about. Nothing you have typed and no amount of wiki quoting make me think you know what you are talking abount.
Does it matter?
Not in the grand scheme of things no.
| Quote :
|
Good so far
| Quote : I have already said that how much fps you can have is determined moreso by the response times than how many signals the monitor can process.
|
Incorrect. The response time for most moniters is miniscule compared to the refresh rate (even if the screen doesnt 'refresh', thats still the term used to describe an image being displayed x times per second), especially the commonly used 60Hz.
The Response Time of a moniter simply states how qucikly pixels change color (a high response time means that there will be display lag between when the frame is sent to the moniter and when it actually gets drawn; a 10ms Response Time means that on average, the image displayed on the screen will be 10ms behind when the image was sent to the moniter for the first time). This not not affect in any way how many times per second a moniter can accept/draw an incomming image, just how long it takes that image to show up on the screen after it is received.
| Quote : Does it matter? |
Not really, but I can't stand incorrect facts. You should see me in more political forums...
Back to the OP, 91FPS on a LCD moniter that (I'm assuming) has a 60Hz refresh rate simply means that while the GPU can render enough data to draw 91 images per second, your screen can only physically display 60. Those extra 31 FPS are simply wasted GPU cycles. Hence why I always force Vsync on, as for each time the moniter is ready to accept an image, one image is generated and sent to the screen. (If an image is not ready, keep the current one displayed). Less work for the GPU, and it helps lower temps a bit.

Response time, is the time taken for a liquid crystal to change state
This number is not constant. Now if it take an LC 10ms to change state then the maximum amount of times per second it can do that will be 100fps(1000 / 10)
However, the amount taken varies on what the state transition is so you may go as high as 20ms which will only allow 50fps.
So as i thought you do not know how an lcd works or how the response time affects fps.
If i am wrong, and that means everyone else who knows what they are talking about, then provide a lihnk to prove me wrong, something other than wiki.
Here is a list of the console commands in case any one would like them
http://left4dead.wikia.com/wiki/Co [...] e_commands
Lads . . . stop bickering!
We all got our own exact ideas on whats right and whats not right.
Except there is only one right.
| Quote : Response time, is the time taken for a liquid crystal to change state |
Good so far...
| Quote :
|
Wrong again. You want links, here you go:
http://knol.google.com/k/joshua-bu [...] v8gxam7/2#
| Quote : Refresh Rate: The rate at which your video card is sending complete screens from its frame buffer memory to your monitor, and the corresponding rate at which the monitor refreshes the whole image. 60hz = 60 complete refreshes per second.
|
http://easyhdtv.blogspot.com/2007/ [...] -time.html
| Quote : Refresh Rate: The refresh rate is the number of times a display's image is repainted or refreshed per second. The refresh rate is expressed in "Hertz." A refresh rate of 75 means the image is refreshed or "redrawn" 75 times in a second. Acceptable refresh rates for the human eye is anything over 70hz. Refresh rates pertain mostly to Plasma and CRT Tube tv's. Low refresh rates result in on-screen flicker, which can make the eye tired as the screen isn't refreshing fast enough for the human eye.
|
http://tv.about.com/od/glossary/g/responsetime.htm
http://hometheater.about.com/od/te [...] efresh.htm
| Quote : What makes things confusing is the concept of how many separate and discreet frames are displayed every second, verses how many times the frame is repeated every 1/24th, 1/25, or 1/30th of a second to match the refresh rate of the Television display.
|
Summary: Response time, as I've been saying, is the time it takes for a pixel to change color. While this does effect blurriness, it has NO effect on framerate.
Now, either provide some links to your point of view, or just drop it.

| Quote : The pixel response time is often confused with the LCD input lag which adds another form of latency to pictures displayed by LCD screens. |
Got that from wikipedia myself which is what you are confusing it with. http://en.wikipedia.org/wiki/Lcd_Response_Time
I do not need a link for this as it does not require one, it just requires you to think.
If the liquid crystals take a certain, variable amount of time to change state then that means there is a limit to how often they can do so per second, so since each time they change state allows you to know that the image is changing, you can only see as much images per second as they can display, i.e Frames Per Second.
Ghosting is caused by the fact that the LCD can not update it's image fast enough causing blending as it changes states.
Seriously, i am not wrong here, i and alot of other will say the same thing, you have read the information but just not understood it.
lol this has been funny reading, as far as most people know or care about they just work, maybe its witchcraft!! I would suggest a period of relaxation perusing lemonparty
strangestranger wrote :
|
The problem with your theory, as I've already stated, is that the 10ms response time most LCD's have will never, ever, approach the screen refresh rate.
Assuiming a 10ms Response Time and 60Hz:
10ms = .001 seconds for pixel to change state
1Hz / 60 = .016 seconds per screen refresh
As you can see, the Response Time is 16x faster then the refresh rate, so the Response Time has no effect on how often a screen can be drawn (using above example, there should be minimal distoration from Response Time up to (60 * 16 = 960 / 2 = 480) FPS** . Granted, given a low Refresh Rate and a high Response Time, you could THEORETICALLY have a situation where the pixels can not change state quickly enough to generate the image being sent to the moniter (IE: Latency more than the time to recieve signal), but even when response times were higher there was never a situation where this occured.
You are taking a term, and completely confusing it with something else to "prove" that you are correct.
Refresh Rate = screen draw rate per second; Response Time = latency. And given how low that latency is, you will never encounter a situation where Respone Time will affect FPS.
I am NOT talking about Input Lag, which is another topic entirely.
| Quote : Causes of input lag
|
| Quote : Input lag versus response time
|
http://en.wikipedia.org/wiki/Input_lag
As you can see, Response Time and Input Lag are two seperate topics entirely. Now your're just confusing yourself.
*Too be fully correct, FPS is moniter independent; we're talking about those images being drawn to the screen, not actual FPS.
**I use the divide by half because the Response Time is an average value, so I'm assuing a 50% margin of error as a worst case.

The thing, is, in certain games, 60FPS gives you a screen distortion when turning really quickly. When walking in one direction, 60FPS is indistinguishable from 120 but turning is where it gets messy. This is what people are talking about when they feel the difference between 60FPS and anything higher.
Having the extra FPS count isnt a waste when you factor in FPS dips. It is a buffer value, not a waste IMO.
You do a turn in under a second so you never quite know the exact FPS drop during that turn. IMO, it isn't the FPS that make you a worse player, it is the time it takes to focus your eyes on a target after swinging around really quickly and getting that slight distortion in your screen.
If you turn down your settings you probably won't get this distortion because your GPU will be able to keep up with a quick turn. Motion blur is such a wonderful thing. It makes games like Crysis very playable at 40FPS.
10 / 1000 =?
1000 / 10 =?
1000 / 20 =?
1000 / 30 =?
You have already talked about this in other threads, michael. It may make you feel better to see 90fps on the display counter, but its no use. Unless you get a 120Hz monitor.
You know what he says in CoD4? - You can try pulling if it makes you feel better
| SpinachEater wrote : The thing, is, in certain games, 60FPS gives you a screen distortion when turning really quickly. When walking in one direction, 60FPS is indistinguishable from 120 but turning is where it gets messy. This is what people are talking about when they feel the difference between 60FPS and anything higher.
|
You hit a valid point with the buffers; that does affect things somewhat when FPS dips (as you have a frame ready to go, which helps if FPS starts to dip). And the distortion you speak of is more of an issue with not using Vsync, but I refuse to start another "Vsync and Input Lag" thread, so I'll just stop there.

| strangestranger wrote : 1000 / 10 =?
|
I don't even know what those numbers are. Whats 10? 10Mhz refresh rate? 10ms response time? And I have no clue where 1000 is comming from...

I hate vsync. More times than not, I get a slight mouse lag (looking left to right for example). It does smooth the performance but the lag annoys the jollys out of me. FC2 does it to me when I have vsync on.
The more FPS the bigger your epeen is right? I don't game with anything less than 200
10ms = 0.01 not 0.001.
If the liquid crystals, take 10ms to change state and you are using 1000 divisions to make up a second then in a second the Liquid crystals can only change state 100 times, meaning a max of 100fps.
Now apply that to my other sums and figure out just how wrong you are. This is quite fun now, now that i realise just how wrong you are.
| strangestranger wrote : 10ms = 0.01 not 0.001.
|
..I hate math, still, you did prove my point while correcting me:
As you just stated, assuming a 10ms moniter, the most the pixels themselves can change state is 100 times. However, this is still higher then the screen refresh rate, which for (almost) all LCD moniters is 60. As 60 < 100, the refresh rate is the limiting factor, not the response time.
I already stated that if the response time were lower then the refresh rate then you would have a scenereo where the pixels couldn't change quickly enough to keep up with the frames being sent to the moniter. And as you so kindly showed, at least using a LCD with 10ms Response time and 60Mhz refresh rate, that does not happen.
Now, if you had a LCD running at 120Hz with a 10ms response time, then even though the screen would refresh 120 times, the pixels themselves could only could only change 100; in that case, you would have Response Time limiting displayed FPS. Of course, you will also find that most LCD moniters that support such high refresh rates typically have <10ms Response Times.
For example, a 120Hz moniter will typically have a 6ms or lower response time, meaning that the pixels can change states routhly 166 times per second, far more then the maximum 120 times the screen can be told to re-draw. Hence, Refresh Rate, and not Response Time, is the limiting factor.
16ms = 62.5 (more then the 60Hz the moniter can accept, although due to variance, there will be some blurriness using a moniter at 60Hz with a 16ms response time). Even at the lowest possible end of LCD moniters that are still sold, the Response Time is still (slightly) greater then the refresh rate (hence, the figure why 16ms is the minimum for gaming).
In short: While in theory Response Time can limit how many FPS is displayed, in reality, Refresh Rate is the limiting factor in all but a miniscule fraction of LCD moniters.

Lol, I have waited for this moment to draw your attention to something, reviews.
Everyone knows that the response time stated by most is the best case scenario.
Do you not realise why i stated the 20 and 30ms values?
It is because there is not such thing as a constant response time, it varies depending on the signal being sent to it.
Have you notice also that you have changed your entire opinion on how things work since this thread started?
http://www.tomshardware.com/review [...] 33-27.html
This old, buts toms used to do some great lcd reviews, take a look at the latency graph and learn a thing about it.
Doesn't matter which lcd reviews you choose, you find one which measures latency and you will find that they can vary a hell of a lot and that it depends on what change they are making.
Simple fact, you did not understand what response time was and how the simple concept of how long something takes to change may affect how many times it wil be able to do it in a second.
Indeed look at your first postm you don't know how lcd's function. Finally, i cannot believe how naive you are in believing some manufacturers advertising crap.
I know i do not know that much about these things, tons of people can educate me on lcd's and there working but you are not one of them. Stop spreading misinformation and perhaps pop over to whatever debate you wer having at guru3d and apologise.
p.s if you or any one else finds i am wrong and can point me in the right direction, please do, always willing to learn.
Hence why I used AVERAGE whenever I could. And if you can't understand something as simple as Refresh Rate, then its clear there is no hope for you.
As I said from the start:
Refresh Rate: The amount of times a screen is re-drawn per second (60Hz for most LCD's)
Response Time: Latency (average) for a pixel to change state
And as I said in my previous post, due the fact that the Refresh Rate will always be lower then the Response Time, that means the Refresh Rate is the limiting factor.
For the last time:
REFRESH RATE:
Refresh = to change or update
Rate = change within a specific amount of time
Heres some reading for you:
http://forums.techpowerup.com/showthread.php?p=1319030 (This exact topic)
I'll post a few quotes from that posting:
| Quote : Response time is a big factor AFAIK. The 6ms they might list is good for a referesh rate of 160hz (1000/6), but in reality the specs are "grey to grey". What is the real-world equivalent of the refresh rate? I suspect 60hz does even a 4ms monitor justice, but I'm just guessing. |
The point I was making...
Granted, as I even said, the Response time is an AVERAGE time it takes for a pixel to change state. Granted, in a 16ms Response Time 60Hz setup (1000/16 ~ 62) there will be significant blurring due to all the pixels not being able to change state fast enough to keep up with the incoming frames (assuming a bell curve, around 33% of all pixels would not update prior to the next frame being sent). Thats probably why most LCD's now have much lower response times of at least 10ms.
Granted, blurring due to latency will always be an issue with LCD technology, for the reasons explained in the Toms reviews and above. But its been largly eliminated due to lower refresh rates, and has no bearing on the actual amount of times the screen re-draws itself per second.
Again:
Refresh Rate: Amount of times signal sent to re-draw screen
Response Time: Latency for change of screen to occur
Refresh Rate < Response Time, so Refresh Rate is the limiting factor.
Now, get some sources of your own or go away. Even I'm getting tired of this...

Where are you getting this average from, there is no average, the number is practicaly picked form thin air or at the very least cherry picked by the manufacturer.
The screen is not redrawn each time, if the signal does not change neither will the pixel, that would be a latency of 0ms. Yes the monitor can only handle so many signals per second but there is not necessarily a fresh of the image on screen or an update or anything.
It is not an average, you do not get and would you please just admit it.
Well, strangerstranger has more overall posts but his motto is ATI forever, which clearly means he is confused as ATI does not exist, therefore gamerk wins on a technical foul.
Haha, AMD never ATi forever, that is the way it is.
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