Vice Underdogs

Discussion => VC:MP General => Topic started by: stormeus on January 04, 2016, 09:40:52 am

Title: 30 FPS vs 60 FPS
Post by: stormeus on January 04, 2016, 09:40:52 am
There is a reason 60 fps is an option and if you want to play the game the way Rockstar intended, go play singleplayer.

There's a reason Rockstar didn't add multiplayer to Vice City and if you want to play multiplayer GTA, go play GTA V. What is the point of this comment?

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Nobody complained about desync due to framerates higher than 30 which is a fact; the minimum should be 25. How  do you want to operate kicks on minimum 30? Everyone gets FPS drops, and when you have 30 30 30 and a drop to 20 for a second (example), the average will drop to somewhere around 27.5 and bam, you get kicked.

Well here's the thing, there are obvious discrepancies in what's possible in the game between 30fps and 60fps, and anyone who claims otherwise is a moron. If you're making an event that's even remotely competitive, you generally want things to be as uniform as possible for as many people as possible, because having players with wildly varying configurations leads to a bunch of whining that players are doing something that seems impossible but is really because they don't have the same setup.

VC:MP already makes all players play on the obvious settings: gravity, game speed, weapon damage, fast/jump switch, etc. Map mods are something that could benefit from being able to be detected. Yet everyone causes a row over 30 vs 60fps because everyone prefers aesthetics over consistency.

Funnily enough, if you google "Vice City" and "60fps" together (or any 3D-gen GTA game), you'll find guides and threads complaining about the effects of having the frame limiter off:

http://www.speedrun.com/gtavc/guide/etur5
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GTA is coded like shit, kinda like stuff on old systems. Instead of saying "Apply friction 30 times in a second" and monitoring the time it actually does things like "Apply friction every time code loops"...

 Side effects may include:
 - Too much friction 
    Reversing broken, impossible dodo takeoff, etc..
 - Softlocks
    Game code freezing and not progressing, usually happens after you die or take a mission
 +-Fucked up slopes/stairs
    You can literally fly away 100-200 meters away, and I mean launch from slopes/ledges 
    when running. Sometimes even dropping from a sidewalk to the road can take 50% of your health.
 - Boats are fucked up
    This goes back to too much friction.
 - Handbrake is fucked up
    Friction
 - Missions take forever to progress
    Related to softlocks
 - Audio is glitched
    Audio / Ped lines / etc.. get called after a specific amount of frames, too high fps
    and the sounds will play over each other and non-stop almost. 
    Imagine speeding up NPC horn-honking frequency and such by say.. 5 times.
 - Crazy flicker
    Things that go on/off say.. 2 times in a second (like wanted stars) will flicker like mad
    as they go on/off many times faster than usual.
 + Pushing cars
    You can literally flip cars over by running in to them as they don't get proper friction.
    For some reason they will be really light with a high framerate.
 - Broken AI / scripts
    Stuff like AI driven sections for small cut scenes can be totally off due to changed physics
    and coded "drive this path" scripts can be totally borken due to wrong frame/time references.
 + Helicopter takeoff
    A big plus is that helicopter takeoffs are nearly instant as the acceleration is tied to fps.

These are just some of the things that get changed, there are more side effects.
Therefore the GTA community has decided to ditch runs that run without the limiter.

http://forums.steampowered.com/forums/showthread.php?t=1572946
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It's what title says. Try it yourself. Go to settings and disable Frame Limiter (it makes game much smoother). However the game gets all funky after you do this. Cars don't reverse anymore or when you manage to reverse them, they do it really slowly. I mean slooooowly. And when you run and bump into your car you can bump it over or move it easily. Now enable Frame Limiter again and the cars will reverse normally now. Also bumping into them by running into them barely moves them now.

https://www.youtube.com/watch?v=KHKqZWjMT5Y
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After my run had died I decided to break Vice City by turning off Frame Limiter. The results: catastrophic.

The result is that things get fucked for both sides. People playing at 30fps by having the laws of physics actually applied normally when driving, but people at 60fps can take off helicopters faster and slide up inclined surfaces at the speed of sound (at the cost of potential instability in the game's engine). Something not mentioned above is that players at 60fps (and more commonly at above 60) can take more damage from falling, and are more likely to take self-damage just by doing something as idiotically mundane as jumping from the street onto a sidewalk.

Which, again, is shit for a competitive event where everything should be as even as possible. Either you make the FPS threshold 60fps for everyone playing (and kill off more than half the player base) or you make the FPS threshold 30fps for everyone and maintain some sanity. The reason LW's management (who happen to be devs with far more intimate knowledge of the GTA engine than you do, mind you) cap framerates at 30 isn't because they hate smooth framerates; they're also pretty big gaming nerds. The reason is that the inconsistencies you introduce to VC:MP by having mixed 30/60/>60fps configurations is too much of a hassle. Having a comp event with mixed fps configs is fucking insane when you take all that into consideration.
Title: Re: Improving Future Vice Wars
Post by: krystianoo on January 04, 2016, 01:23:35 pm
Your guides and threads are about singleplayer VC in which the frame limiter option set to OFF makes the FPS to go to unlimited values, in VCMP it's 60. Which probably doesn't cause every single issue that you pasted down in your post.
So, maybe instead of posting things about singleplayer, can you educate me what sort of things are different in m u l t i p l a y e r?
What sort of advantage do 60 players have versus 30 ones? (in multiplayer bro)
"Sync issues" such as? Specify the details, please. One bullet not appearing?

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There's a reason Rockstar didn't add multiplayer to Vice City and if you want to play multiplayer GTA, go play GTA V. What is the point of this comment?
Hm-hm-hm...
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I've given a perfectly acceptable reason why this won't be re-enabled stop whining about it and play the game the way Rockstar intended.
Title: Re: Improving Future Vice Wars
Post by: stormeus on January 04, 2016, 01:56:12 pm
Doubling the framerate does invoke a lot of the issues I mentioned, actually. As far as how it affects MP, anything that affects SP affects MP.

I don't know why you're quoting AdTec to refute my point because frankly I don't give a flying fuck about how Rockstar did or did not intend for you to play. VC:MP is too extensive a modification for R*'s intentions to really matter. My intention as a dev is for people to have as consistent and accurate a playing experience as possible, and disabled framelimiters don't allow for that, so we leave it to server owners to decide on rules for enforcing it.

And let's be real, the client defaults to 60fps limit but people will form a meta around adjusting your framerate even higher than that.

Some things that might happen:

- You enforce frame limiter off on VC:MP servers instead of FL on, aggravating the effects of FPS warp because now people who can barely hold 30fps are warping 15-50 instead of 15-30 when people moan enough about laggers as it is.
- Cars being pushed by players will be subject to different physics depending on who's pushing it and if the car is occupied, causing more warps due to bad interp.
- Players at 60fps and up can use stair railing jumps to reach locations that might otherwise be impossible to reach.
- Players at 60+ can evade attackers more easily with air vehicles since takeoff time is MUCH lower at higher framerates.
- Players at reasonable framerates won't have to deal with choppier and more frictional waves on boats.
- Sounds playing or looping too quickly at higher framerates are annoying at best and deceptive at worst, potentially giving players a false impression of what's actually going on around them.
- Have fun taking random damage just from jumping around I guess?
- Players at 60fps will have a harder time shooting from on top of a moving vehicle. The game will more frequently see this as a collision and you'll die faster.

Bullet physics is basically irrelevant but VC:MP is more than bullet physics.
Title: Re: Improving Future Vice Wars
Post by: krystianoo on January 04, 2016, 05:21:03 pm
Surely you fell down because of the framerate and not because of your 300 ping compared to his 60. Haha.
If you would stop sharing 'propaganda' for a second and think, you'd realize this:

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Even the bullets on 60fps are slightly faster (or maybe it is me who thinks that). If you remember the comparison of FPS by Stormeus in 0.3 on XE forum it was like the higher the FPS the faster the game.
                                                                                   haha no


Quote from: Stormeus
Running speed
As mentioned above, players who play at 60fps move at the same speed that players at 30fps move at. Just because there are more frames being drawn in a 1-second interval does not mean that the game itself is running faster. It simply makes your view look much smoother while moving.

@Stormeus
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- Players at reasonable framerates won't have to deal with choppier and more frictional waves on boats.
I have no idea what this means. Boats at 60 FPS are way slower than they are on 30, which is a disadvantage for the 60 FPS players.
You put only 2 things that are an advantage, well, maybe 3 - the jump on railings thing is nearly useless, helicopter start up is a second or 2, but sure, it's an advantage even if a little one - it takes less than 1 or 2 seconds to destroy a helicopter with a stubby/m60 or to headshot the pilot. Whatever.
The rest is not an advantage for 60 FPS players, I assume since you're from USA you'll probably be familiar with the term 'volenti non fit iniuria' - if somebody wants to harm himself by playing on 60 (which clearly carries disadvantages, such as the ones you wrote above) then LET him do it. We all should have a choice between 30 or 60.
Title: Re: Improving Future Vice Wars
Post by: jansi on January 04, 2016, 06:26:31 pm
I did complain about the locked FL:OFF for a minute or so and then gave up and switched to minor support tasks. It was impossible to fight, all my kills were mostly just luck. Based on /fps command my FPS was 59-60. I don't know if it was really because of high FPS or not, but this happened only on VW server and FPS was the most obvious distinction.

Problem 1 - controls sometimes did not register.
Examples:
- Sometimes it was impossible to get/jump off/out of moving/stationary bikes/cars. I had to press F multiple times.
- Helicopters felt a little less responsive than normal.
- It was impossible to consistently crouch glitch. This happened even on low speed, so it was NOT me doing something wrong.
- Sometimes after blowing up a car and trying to jump backwards my character did not jump and got knocked down.

Problem 2 - inconsistent weapon switching (maybe stems from problem 1).
If I scrolled the mouse wheel once, or twice, or thrice, etc, sometimes nothing happened and I had to scroll again, sometimes it switched to the correct weapon, and sometimes it switched more times than I intended to (i.e. 2 instead of 1).
My weapon choice was very limited because of this, since more weapons == higher chance of switching to wrong one during combat.




My vote is to use the same setting as are used on majority of popular servers. I think it is quite logical if you are organizing an event open to most of the VCMP players.
Title: Re: Improving Future Vice Wars
Post by: stormeus on January 04, 2016, 06:49:06 pm
@Stormeus
Quote
- Players at reasonable framerates won't have to deal with choppier and more frictional waves on boats.
I have no idea what this means. Boats at 60 FPS are way slower than they are on 30, which is a disadvantage for the 60 FPS players.

Yeah actually that's exactly what I said. 30fps is more reasonable than 60 in VC.

Quote
You put only 2 things that are an advantage, well, maybe 3 - the jump on railings thing is nearly useless, helicopter start up is a second or 2, but sure, it's an advantage even if a little one - it takes less than 1 or 2 seconds to destroy a helicopter with a stubby/m60 or to headshot the pilot. Whatever.
The rest is not an advantage for 60 FPS players, I assume since you're from USA you'll probably be familiar with the term 'volenti non fit iniuria' - if somebody wants to harm himself by playing on 60 (which clearly carries disadvantages, such as the ones you wrote above) then LET him do it. We all should have a choice between 30 or 60.

Except you end up disadvantaging people playing at 30fps anyway because your wacky boat physics and shitty sync and inability to register certain keypresses in time ends up making you far less predictable of a player.

And like I already said, consistency is more important in a competition than framerates.
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on January 04, 2016, 10:45:27 pm
Something not mentioned above is that players at 60fps (and more commonly at above 60) can take more damage from falling, and are more likely to take self-damage just by doing something as idiotically mundane as jumping from the street onto a sidewalk.
True, I experience this a lot, particularly in combat. However I don't find this a big issue for myself.
Title: Re: Improving Future Vice Wars
Post by: Milko on January 05, 2016, 04:12:59 am
Something not mentioned above is that players at 60fps (and more commonly at above 60) can take more damage from falling, and are more likely to take self-damage just by doing something as idiotically mundane as jumping from the street onto a sidewalk.
True, I experience this a lot, particularly in combat. However I don't find this a big issue for myself.

But I do. yes :)
Title: Re: Improving Future Vice Wars
Post by: NewK on January 05, 2016, 02:18:42 pm
Problem 2 - inconsistent weapon switching (maybe stems from problem 1).
If I scrolled the mouse wheel once, or twice, or thrice, etc, sometimes nothing happened and I had to scroll again, sometimes it switched to the correct weapon, and sometimes it switched more times than I intended to (i.e. 2 instead of
Thank god I'm not the only one. This happens to me alot while playing with FL OFF and is the main reason why I always play with FL ON. There's some fuckery going on with way the weapons switch, it's really inconsistent and annoying, It may not happen to everyone but it does happen to a few players, me including.

It keeps switching like 2 or 3 weapons at a time. Makes it considerably more dificult to have a normal close range shotgun fight without looking like a retard crouching with ingrams and colts instead of switching to the actual shotgun. Players at 60fps might have a few advantages like the ones mentioned above, but if I have to choose between playing at 60fps with retarded weapon switching and 30fps with normal weapon switching, I'll take 30fps thank you very much.
Title: Re: Improving Future Vice Wars
Post by: krystianoo on January 05, 2016, 02:56:54 pm
Quote
Except you end up disadvantaging people playing at 30fps anyway because your wacky boat physics and shitty sync and inability to register certain keypresses in time ends up making you far less predictable of a player.
I thought people on 60 send more network packets... how come there's an inability to register certain keypresses? Boat physics don't even matter, something like naval combat can't exist when a guy that's shooting from a boat is seen getting up and down repeatedly by other players regardless of the framerate. Wacky and shitty, right?
Define shitty sync. In combat? Or maybe when pushing cars or other things that don't even matter?



What does 30 FPS MIN mean? That people will be kicked for having average FPS below 30?

Title: Re: Improving Future Vice Wars
Post by: stormeus on January 06, 2016, 01:54:27 am
I didnt see anyone say "in this Vice War all I had happening were people who heli started too quickly, guys doing glitches I cant do" and so on, the closest thing is the scroll wheel switch which they can personally help themselves to by running FL on 30 fps.

Probably because no one bothered to notice, investigate, or point out that there are a good variety of pros and cons to 60fps and above beyond. Before I pointed out that movement speed was essentially the same in 0.3 at 60fps with a video and did some fancy theorizing before becoming a dev, virtually everyone here believed that playing at 60fps was the same as speed hacking and gave you impossible glitching power. No one then, myself included, cared to investigate further, that was considered case closed.

The best example for how 60fps can be abused in a real situation is the army base, which is rife with thin stair railings that can be abused for a speed boost. One of the retorts in this thread is that there's no real way to exploit the railing jump, except there is, in rather cowardly fashion. Obviously at 30fps, railing jumps are virtually impossible, but even at just 60fps, you can use them to make some pretty dumb getaways that wouldn't even fall under death evasion rules.

http://www.youtube.com/watch?v=_kcIV-ZY3VI

(This is literally the exact same thing spectators in VCDC were doing to cross the transparent barrier and break into the fighting ring.)

Besides the game engine shitshow that is R*/Renderware at 60+ frames, I'm really waiting to see the shitshow that happens in the community when people adjust their framerates higher than 60 on public servers.

Going back to the army base example, the things you can do with a decent graphics card are hilarious when you start getting to 250-300fps. For instance, the railing in front of the building in the LW army spawn essentially allows for self-propelled flight. At that speed you can disable the frame limiter, jump on it, glide all the way to the roof of the adjacent building, and turn your frame limiter back on for normal play.

http://imgur.com/a/nkEbK

And this is just the easiest/first thing I could think of. I'm well aware that people in the community can get very creative with the way they use game bugs and glitches. You could get around this particularly egregious kind of abuse by capping the framerate at 60 anyway, but that doesn't fix the prior example or any issues like it, or fix any of the other issues raised.

Hence why I think this is an issue that is rather game changing at best, and absolutely game breaking at worst. It's essentially allowing playing with completely different game constraints, and it's something that every single active dev on the VC:MP team has warned against, and there's not much we can do to fix it because we don't have the entire game engine readily reversed.
Title: Re: Improving Future Vice Wars
Post by: NewK on January 06, 2016, 03:45:18 am
The option that would please most players would obviously be not enforcing any FL setting at all, but the most correct and reasonable one is of course locking it to 30fps. There's several scenarios where 60fps players will have advantages. I've posted this here before, but let's imagine that on the next VW the red base is on the police station rooftops in downtown. Now here's what it looks like for players at 30 and 60 fps.

 30 fps  (http://gfycat.com/LoathsomeRedAsiansmallclawedotter)
 60 fps (http://gfycat.com/BlondCautiousJackrabbit)

Like on every staircase rail, the players playing at 60fps have the advantage because they have access to areas where players playing at 30fps don't.

I don't even understand why there's such a big fuss about this, back in the day, most people played at 30fps and there was no whinning about this. I could even understand if Vice City was a recent PC game with good graphics and smooth animations. I could understand people really wanting to play at 60fps and preserve all of that. But this game was released in 2002, let's be reasonable, this game still looks and feels like shit by today's standards no matter what FPS you play it in, 30 or 60. 

I'm sure there's many more bugs related to 60fps that we probably don't even know about yet, there's all sorts of nasty exploits in the previous VC:MP versions that took years to find out. In 0.3 there was all sorts of game-breaking bugs; ghost world, floating, sliding and there was even an aimbot glitch you could do with the ingrams that not many people even knew about. And this was all on 30fps. Do you guys really want to add yet another variable to the cocktail mix of player sync in VC:MP by having people playing at different FPS? And what are the reasons behind this super important fixation to playing in 60fps? Because it's smoother. That's it, that's the only reason. Which is absolutely not worth it in my opinion. This reply is not meant to change the staff's mind on changing to "30fps locked" since that choice has been made already. This reply is just a last ditch effort for players to understand that we would all benefit if everyone played at 30fps.


Here, lets make a list of PROS and CONS of 60fps:

CONS
Problem 1 - controls sometimes did not register.
Examples:
- Sometimes it was impossible to get/jump off/out of moving/stationary bikes/cars. I had to press F multiple times.
- Helicopters felt a little less responsive than normal.
- It was impossible to consistently crouch glitch. This happened even on low speed, so it was NOT me doing something wrong.
- Sometimes after blowing up a car and trying to jump backwards my character did not jump and got knocked down.

Problem 2 - inconsistent weapon switching (maybe stems from problem 1).
If I scrolled the mouse wheel once, or twice, or thrice, etc, sometimes nothing happened and I had to scroll again, sometimes it switched to the correct weapon, and sometimes it switched more times than I intended to (i.e. 2 instead of

- You enforce frame limiter off on VC:MP servers instead of FL on, aggravating the effects of FPS warp because now people who can barely hold 30fps are warping 15-50 instead of 15-30 when people moan enough about laggers as it is.
- Cars being pushed by players will be subject to different physics depending on who's pushing it and if the car is occupied, causing more warps due to bad interp.
- Players at 60fps and up can use stair railing jumps to reach locations that might otherwise be impossible to reach.
- Players at 60+ can evade attackers more easily with air vehicles since takeoff time is MUCH lower at higher framerates.
- Players at reasonable framerates won't have to deal with choppier and more frictional waves on boats.
- Sounds playing or looping too quickly at higher framerates are annoying at best and deceptive at worst, potentially giving players a false impression of what's actually going on around them.
- Have fun taking random damage just from jumping around I guess?
- Players at 60fps will have a harder time shooting from on top of a moving vehicle. The game will more frequently see this as a collision and you'll die faster.

PROS

It's smoother.



The choice is clear to me.
Title: Re: Improving Future Vice Wars
Post by: HONEY.SINGH on January 06, 2016, 04:35:20 am
No what I mean is that if players can choose what ever limit they set, there will be players that will intentionally play at like 10 FPS (HONEY_SINGH).

My fps 10 Really :o
Axxo, Wilson know about My FPS

Check here FPS
https://frames-per-second.appspot.com/

some other Suggestions

1.Free weps this is vice war we are there for war if we don't have weps what we do there  Dance so weps free
2.Auto kick for laggers or Low Fps ([EAF]Brain)
3.add  Heal cmd
4.players show on maps
Title: Re: Improving Future Vice Wars
Post by: NewK on January 06, 2016, 04:48:44 am
what we do there Nigga Dance so weps free
You paint with words my friend
Title: Re: Improving Future Vice Wars
Post by: HONEY.SINGH on January 06, 2016, 05:35:43 am
what we do there Nigga Dance so weps free
You paint with words my friend


Sry for this word if i hurts some one  :'(
Title: Re: Improving Future Vice Wars
Post by: morphine on January 06, 2016, 09:30:30 am
what we do there Nigga Dance so weps free
You paint with words my friend


Honey bhai best TRC + NYB atombomb stormues Die  O0
Title: Re: Improving Future Vice Wars
Post by: krystianoo on January 06, 2016, 10:48:05 am
Quote
PROS

It's smoother.
So people at 60 are at a disadvantage? So I'm right.
If the only pro is it's smoother then let people play at it.
Title: Re: Improving Future Vice Wars
Post by: NewK on January 06, 2016, 01:48:14 pm
Quote
PROS

It's smoother.
So people at 60 are at a disadvantage? So I'm right.
If the only pro is it's smoother then let people play at it.
Does any of this look like a disadvantage to you?

30 fps  (http://gfycat.com/LoathsomeRedAsiansmallclawedotter)
 60 fps (http://gfycat.com/BlondCautiousJackrabbit)
Like on every staircase rail, the players playing at 60fps have the advantage because they have access to areas where players playing at 30fps don't.
http://www.youtube.com/watch?v=_kcIV-ZY3VI

Going back to the army base example, the things you can do with a decent graphics card are hilarious when you start getting to 250-300fps. For instance, the railing in front of the building in the LW army spawn essentially allows for self-propelled flight. At that speed you can disable the frame limiter, jump on it, glide all the way to the roof of the adjacent building, and turn your frame limiter back on for normal play.

http://imgur.com/a/nkEbK
- Players at 60+ can evade attackers more easily with air vehicles since takeoff time is MUCH lower at higher framerates.

+

 All the sync problems that happen by playing at 60fps puts you in an advantage because you‘ll be making it harder for the players playing at 30fps to deal with you in certain situations. As said:
Except you end up disadvantaging people playing at 30fps anyway because your wacky boat physics and shitty sync and inability to register certain keypresses in time ends up making you far less predictable of a player.


And once again this is only what we know of so far, I can assure you there will be more exploits as years go by that people will eventually discover. This is always the case with VC:MP. So what's the point of taking unecessary risks? Maybe I wasn't clear enough but the pros and cons list was a list of reasons to play(PROS) or not to play (CONS) at 60fps, and not advantages VS disadvantages. It was meant to prove that there is no reason for this ridiculous "60fps" paranoia. This "omg must have 60fps, must have max fps possible" is absolutely ridiculous on a game from 2002. All of this just because "It's smoother", like really, I'm still waiting to hear another reason for playing at 60fps other than "It's smoother". Players who play at 30fps have expressed many of their reasons to play at 30fps, yet, players who play at 60fps haven't really provided any good points, other than saying that the game is smoother. They're just making the usual uninformed pc gamer assumption that "more fps = better" without providing any reasons as to why this is "better".
Title: Re: Improving Future Vice Wars
Post by: krystianoo on January 06, 2016, 02:06:15 pm
This is like talking to a wall:

Quote
I thought people on 60 send more network packets... how come there's an inability to register certain keypresses? Boat physics don't even matter, something like naval combat can't exist when a guy that's shooting from a boat is seen getting up and down repeatedly by other players regardless of the framerate. Wacky and shitty, right?
Define and elaborateshitty sync. In combat? Or maybe when pushing cars or other things that don't even matter?

I'm pretty sure that 60 players are at a disadvantage even after adding up all the cons/pros.
The shitty argument of 'ppl will always find exploits' or 'all the sync problems that happen blabla' doesn't work.
Elaborate on what sync problems that were not mentioned before do you mean. What is the shitty sync that you are talking about? Tell me. Elaborate. Details.
Title: Re: Improving Future Vice Wars
Post by: stormeus on January 06, 2016, 03:33:51 pm
We did explain, multiple times, with video demonstrations of actual exploits that are only possible at 60fps and easily capable of being used right now. Not our problem you went full retard.
Title: Re: Improving Future Vice Wars
Post by: Sora_Blue on January 06, 2016, 03:54:07 pm
I'm still waiting to hear another reason for playing at 60fps other than "It's smoother".
I'll give you that reason, it's so much easier to aim. The responsiveness, the prediction, everything is so much easier to do instead of the ridiculous 30 fps jagged aiming/sensitivity and unresponsiveness.
Title: Re: Improving Future Vice Wars
Post by: krystianoo on January 06, 2016, 05:43:25 pm
We did explain, multiple times, with video demonstrations of actual exploits that are only possible at 60fps and easily capable of being used right now. Not our problem you went full retard.
Wooooooooooooooooowwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww I can slide on railings!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is what you mentioned (or at least what I remember):
-sliding on railings,
-faster helicopter takeoff,
-pushing cars.
Anything else? No, I don't think so. The rest is just blablabla sync issues blablabla community.
Oh, or maybe I'm wrong? Then counterargumenting a retard shouldn't be so hard, stormeus. Do it.
What jansi posted seems irrelevant and probably an issue of his keyboard? I've never experienced that, except for the first one. The fact that you can't get out of a moving car/a moving car with a passenger is VCMP's fault.
Title: Re: 30 FPS vs 60 FPS
Post by: aXXo on January 06, 2016, 08:56:40 pm
When I play regularly on 60 FPS, 30 FPS seems unplayable. It feels similar to getting brain fucked when you move in bright light after staying very long in a dark room.
It seems that everyone who spent considerable time ingame on 60 FPS servers have their brains adjusted to it and would always choose 60 when given the option.

The weapon switching problems are also related. When I play VCMP after returning from long inactivity, 60 FPS gives me that problem. After a few days in, they disappear.

A server developer has to make a decision if he should force players to abandon their habits, or should he go with the majority and let people play in settings they enjoy.

I personally prefer 60 FPS. LWs puts strain on my eyes and I get a mild headache after a few hours.
Title: Re: 30 FPS vs 60 FPS
Post by: NewK on January 06, 2016, 10:38:16 pm
The shitty argument of 'ppl will always find exploits' or 'all the sync problems that happen blabla' doesn't work.
And why doesn't it work?  "Tell me. Elaborate. Details."
It's called being proactive, krystianoo. Preventing the problems before they happen. You're just making your decision based on the issues you know now, today. This is a foolish thing to do because I guarantee you, people will find exploits just like they always do in VCMP. Ever since the release of 0.4 this list of confirmed issues has only been growing. If we can prevent these problems before they happen I don't see any reason not to. You're being too naive to think there isn't more issues to be found and exploited. The ones we listed are just the ones we currently know about.

I'm still waiting to hear another reason for playing at 60fps other than "It's smoother".
I'll give you that reason, it's so much easier to aim. The responsiveness, the prediction, everything is so much easier to do instead of the ridiculous 30 fps jagged aiming/sensitivity and unresponsiveness.
Overall, 60fps is always smoother, and by default aiming should be more precise indeed but I believe that's a false impression we get because the of the very much improved headshots sync in 0.4. Just think about it, there were no "known" good players with automatic weapons in 0.3zR2, because the automatic weps were just not viable back then. But there were some players with very good aim playing at the time with 30fps, they just didn't stand out because the sync for automatic weps was bad. Then comes 0.4, everyone changes to 60fps and starts getting alot of headshots with the automatic weps and people are left thinking that it's because of the 60fps. It's not, it's because the sync got alot better. Now of course that after playing at 60fps for a long time, 30fps feels weird, even for me, I've always played at 30fps, and when this VW was over I changed it back from 60 to 30fps and felt really weird, but if you play at 30fps for time enough to get used to it, you won't have any issues.

We did explain, multiple times, with video demonstrations of actual exploits that are only possible at 60fps and easily capable of being used right now. Not our problem you went full retard.
Wooooooooooooooooowwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww I can slide on railings!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is what you mentioned (or at least what I remember):
-sliding on railings,
-faster helicopter takeoff,
-pushing cars.
Anything else? No, I don't think so. The rest is just blablabla sync issues blablabla community.
Oh, or maybe I'm wrong? Then counterargumenting a retard shouldn't be so hard, stormeus. Do it.
What jansi posted seems irrelevant and probably an issue of his keyboard? I've never experienced that, except for the first one. The fact that you can't get out of a moving car/a moving car with a passenger is VCMP's fault.

That list will get bigger eventually as the bugs are discovered. If there's anyone actually looking into this, just give it a few more months and I'm sure that list will double in size. That weapon switching issue is very real I assure you. And the thing with some of these issues is that not all of them are consistent, some players have them and some players don't. I know there's people who never experienced that wep switching bug, but it happens to me, jansi and apparently aXXo too. The fact that there's issues that only happen with some players and not everyone, just makes it another reason to avoid 60fps. Not even the problems are consistent so when you think that some issue is unreleated to playing at 60fps because it doesn't happen to you, you might be wrong because it can happen for other people and you just never knew about it.
Title: Re: 30 FPS vs 60 FPS
Post by: aXXo on January 06, 2016, 11:42:59 pm
Aiming at 60 FPS is easier than 30 FPS as Brian mentioned. To notice the difference, try maximizing your mouse sensitivity and then aim at a stationary object. It doesnt need to be a player, just try to aim really quick at a far off lamp post. It will be easier on 60 FPS, because your crosshair movement is smoother.
Title: Re: 30 FPS vs 60 FPS
Post by: NewK on January 07, 2016, 12:03:47 am
Aiming at 60 FPS is easier than 30 FPS as Brian mentioned. To notice the difference, try maximizing your mouse sensitivity and then aim at a stationary object. It doesnt need to be a player, just try to aim really quick at a far off lamp post. It will be easier on 60 FPS, because your crosshair movement is smoother.
Maybe it's because I'm not an M4/Ruger/M60 player but I honestly can't tell the difference. I can notice the game overall is much smoother in 60fps but when aiming at something I don't notice anything different. My mouse is pretty shitty though so that can also be it.
Title: Re: 30 FPS vs 60 FPS
Post by: Sora_Blue on January 07, 2016, 02:48:47 am
Aiming at 60 FPS is easier than 30 FPS as Brian mentioned. To notice the difference, try maximizing your mouse sensitivity and then aim at a stationary object. It doesnt need to be a player, just try to aim really quick at a far off lamp post. It will be easier on 60 FPS, because your crosshair movement is smoother.
Maybe it's because I'm not an M4/Ruger/M60 player but I honestly can't tell the difference. I can notice the game overall is much smoother in 60fps but when aiming at something I don't notice anything different. My mouse is pretty shitty though so that can also be it.
I'm not an M4/Ruger player either. I play on the highest possible sensitivity settings (8200dpi + ingame sensitivity) and it's almost impossible for me to land consistent headshots because of how fast the gameplay is. However, this is not a problem for me since I'm more of a CQB player and the M60 does enough damage for me on the main body to kill players. I can definitely tell the difference in aiming, 60 FPS becomes noticeable at high sensitivity, 144 FPS is a clear winner on all ranges.
Title: Re: 30 FPS vs 60 FPS
Post by: GangstaRas on January 07, 2016, 02:52:15 pm
For me I notice the MP5 have a higher chance of firing inconsistently at 30 FPS than 60. If your fps is inconsistent at 30 FPS or if you play at 30 FPS and you're shooting while riding on top of a car, using that gun will likely result in a momentary freeze of the bullets fire rate, as much as 1/2 a second of a delay at times. In my experience at LW with this, the shots do seem to register as a freeze for other players too and it can be annoying for servers that have restricted weapons/weapon commands per skin. Personally not a big deal breaker but it is something I noticed
Title: Re: 30 FPS vs 60 FPS
Post by: NewK on January 08, 2016, 12:53:11 am
(8200dpi)
This definitely explains it I guess. With my shitty 800dpi mouse I can't tell a difference.
Title: Re: 30 FPS vs 60 FPS
Post by: Kamran/K. on April 07, 2016, 01:35:38 pm
As LW fixed their fps to 30, my game lags there.

Right now, I have core 2 duo e6550 2GB ram and a nvidia gt630 1GB DDR3.
My game runs perfectly on 60fps but lag on 30fps. Storemus, do you have any appropriate solution?
Title: Re: 30 FPS vs 60 FPS
Post by: KakaroT on April 09, 2016, 01:05:27 pm
As LW fixed their fps to 30, my game lags there.

Right now, I have core 2 duo e6550 2GB ram and a nvidia gt630 1GB DDR3.
My game runs perfectly on 60fps but lag on 30fps. Storemus, do you have any appropriate solution?
lol Game is working perfect on 30 fps it looks laggy because you are addicted to 60 fps. And as "30 fps in VC" are terrible a bit due to laggy animations and .... So it looks laggy at 30 when you are addicted to 60 fps. However; if you play daily at 30fps, you will not feel the "lagness".
Title: Re: 30 FPS vs 60 FPS
Post by: krystianoo on April 09, 2016, 03:08:06 pm
Quote
However; if you play daily at 30fps, you will not feel the "lagness".
unless I encounter you O0 :laugh: :police: >:D
Title: Re: 30 FPS vs 60 FPS
Post by: Dr.Shawn on April 09, 2016, 03:46:36 pm
Quote
However; if you play daily at 30fps, you will not feel the "lagness".
unless I encounter you O0 :laugh: :police: >:D
unless you start playing again O0 :laugh: :police: >:D
Title: Re: 30 FPS vs 60 FPS
Post by: KakaroT on April 09, 2016, 07:01:26 pm
unless you start playing again O0 :laugh: :police: >:D
^yes
Title: Re: Improving Future Vice Wars
Post by: Crossfire|OutlawZ on April 09, 2016, 07:40:07 pm
Quote
PROS

It's smoother.
So people at 60 are at a disadvantage? So I'm right.
If the only pro is it's smoother then let people play at it.
(https://viceunderdogs.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhC9jROm.gif&hash=cdf4781fabeac627993e078a65d15f3aa0ae494d)
Title: Re: 30 FPS vs 60 FPS
Post by: Kamran/K. on April 11, 2016, 12:35:19 pm
I'm serious, it lags really!
Title: Re: 30 FPS vs 60 FPS
Post by: KakaroT on April 12, 2016, 10:29:23 am
I'm serious, it lags really!
Ever played 0.3? It was locked to 30fps. Ever felt lagging ? because you didn't play at 60.
It is apparent lag not actual *VCMP Doppler effect*.
Quote
it looks laggy at 30 when you are addicted to 60 fps. However; if you play daily at 30fps, you will not feel the "lagness".
And when you are addicted to 30 fps and turn off frame limiter you feel some *real smooth game like slow motion*.
Title: Re: 30 FPS vs 60 FPS
Post by: Sahaj/Blurry on April 12, 2016, 03:36:47 pm
So it looks laggy at 30 when you are addicted to 60 fps.
Well, I have to say something here.

You don't feel the lag or choppiness at 30 because of the addiction of/obsession with 60fps but because of the fact that your monitor's refresh rate is 60Hz or above.
Also - lag is of two types - Input lag and the On-screen lag. For those of you who don't know what's input lag: Input lag is the delay in time between when you click a button and when up you see the object or subject on the screen react.  With 30fps, in most games, you will witness an input lag if you're playing with a keyboard-mouse combo. However, things are completely different if you use a game controller. The on screen lag becomes more noticeable because of input lag. You will definitely notice the loss of responsiveness due to the way the mouse moves.
Title: Re: 30 FPS vs 60 FPS
Post by: KakaroT on April 12, 2016, 07:10:02 pm
You have misunderstood the topic (or maybe I).  ::) If you by chance play vcmp try playing at 60 fps from starting after some days play at 30 fps you will notice what we are talking about.  ;) And I guess Kamran already got it. I will do 30 vs 60 fps game play video if I got time.  ^-^
Title: Re: 30 FPS vs 60 FPS
Post by: Sahaj/Blurry on April 12, 2016, 07:50:40 pm
You have misunderstood the topic (or maybe I).  ::) If you by chance play vcmp try playing at 60 fps from starting after some days play at 30 fps you will notice what we are talking about.  ;) And I guess Kamran already got it. I will do 30 vs 60 fps game play video if I got time.  ^-^
no I didn't man. I was trying to explain to you the technological reason behind the fact why 30fps feels choppy for our eyes on a 60Hz monitor and that too on mouse and keyboard only but not with controller.
Title: Re: 30 FPS vs 60 FPS
Post by: KakaroT on April 12, 2016, 08:42:25 pm
Hmmm. I will try to make a custom resolution with 30 Hz and test the difference between 30 fps on 30 Hz and 30 fps on 60 Hz. I got your point though, but I feel that might not be the case with the "apparent lag" I experienced.  :blank:
Title: Re: 30 FPS vs 60 FPS
Post by: Dr.Shawn on April 13, 2016, 07:36:55 am
Good luck in raping your eye by playing a game at 30 Hz...
Title: Re: 30 FPS vs 60 FPS
Post by: Sora_Blue on April 14, 2016, 03:47:16 am
60 FPS is so average. Try playing at 144 :P
Title: Re: 30 FPS vs 60 FPS
Post by: KakaroT on April 14, 2016, 08:01:58 am
60 FPS is so average. Try playing at 144 :P
And break game engine more  ;D Does nvidia cap force vcmp to 144 ?
Title: Re: 30 FPS vs 60 FPS
Post by: Sora_Blue on April 14, 2016, 03:34:40 pm
60 FPS is so average. Try playing at 144 :P
And break game engine more  ;D Does nvidia cap force vcmp to 144 ?
No, in fact I can override caps set on games but that just breaks SP for me as it just crashes at 10000 FPS.
Title: Re: 30 FPS vs 60 FPS
Post by: KakaroT on April 14, 2016, 09:04:15 pm
60 FPS is so average. Try playing at 144 :P
And break game engine more  ;D Does nvidia cap force vcmp to 144 ?
No, in fact I can override caps set on games but that just breaks SP for me as it just crashes at 10000 FPS.
Hmm. It would be awesome if i could cap vcmp to 144 fps. I just installed XP in multi boot with 7, and XP lets me go up to 155hz. xD
Title: Re: 30 FPS vs 60 FPS
Post by: stormeus on April 14, 2016, 11:47:30 pm
Hmm. It would be awesome if i could cap vcmp to 144 fps.

Not happening with the current state of the game engine.