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r_displayrefresh question
Posted: Sun Sep 18, 2005 2:41 pm
by jayP.lq
My moniter can only go to 75hz, if I set my q3 refresh rate to 125 will Q3 refresh to 125hz or is it capped to the maximum resolution of my moniter?
I'm guessing its capped to 75, but I dont really know for sure. Anyone have the definative word on this?

Posted: Sun Sep 18, 2005 3:16 pm
by Deji
Lower the resolution. Even my 5 year old monitor can do 120hz @ 800*600.
And no, don't set your refreshrate higher than your monitor can do at that given resolution.
Posted: Sun Sep 18, 2005 3:38 pm
by jayP.lq
its an LCD, it cant get above 75 hz no matter what the resolution. I probably should never have gotten this moniter :\
thanx for the confirmation about the refresh rate

Posted: Sun Sep 18, 2005 4:52 pm
by ^misantropia^
Deji wrote:And no, don't set your refreshrate higher than your monitor can do at that given resolution.
You'll want to keep
com_maxfps at 125 so you can exploit the physics bugs (faster strafe jumping), though it might produce the tearing some people complain about (esp. on LCD monitors with a high response time).
Posted: Sun Sep 18, 2005 5:45 pm
by Foo
Just in case you don't know (I suspect you already do):
FPS and Refresh rate are seperate. Your monitor can have a refresh rate of 75Hz and will be showing 75 images per second, but the computer/game can be generating 125FPS quite happily in the background. All that happens is that the monitor misses displaying some frames which have been generated.
There are a few advantages to setting your FPS and Refresh to the same value, but it's not a big deal.
Posted: Sun Sep 18, 2005 7:44 pm
by jayP.lq
thanks Foo, yeah I knew about the difference between the refesh rate and the fps.
My intention was to set my com_maxfps and r_displayrate to 25 so that they would be in sync with each other. But i wasnt sure if my moniters refreshrate was going to hold it back from reaching 125 refresh rate.
When i set r_displayrate to 125, I do notice some image degridation...but i dont notice a smoother movement, so i just set it back to r_displayrate 0 and called it a day :\
again, thanx everyone for all the replies

Posted: Sun Sep 18, 2005 8:38 pm
by Foo
r_displayrefresh off the top of my head.
Then vid_restart
Posted: Sun Sep 18, 2005 8:49 pm
by jayP.lq
yeah ...thats what I meant
need to lay off the crack :\
Posted: Mon Sep 19, 2005 10:21 am
by Oeloe
What really makes things smoother is vsync (vertical refresh synchronization). Setting r_displayrefresh to the same value as com_maxfps doesn't accomplish what vsync does. Vsync completely eliminates tearing:

when the videocard outputs more than 1 frame per vertical retrace (refresh) of the monitor, the image in the screen is split between two sequential frames that are (partially) displayed simultaneously.
Vsync is controlled by r_swapinterval in Q3 or can be enabled in most video card drivers. Although r_swapinterval looks significantly smoother in many cases, vsync should be disabled in Q3 because it causes great mouse input lag. For some reason this doesn't seem to be the case in CPMA, so i keep it enabled in that mod.

Posted: Mon Sep 19, 2005 8:09 pm
by dzjepp
There is also r_finish :s
Posted: Thu Sep 22, 2005 9:45 am
by Oeloe
r_finish only works for old videocards i think. It doesn't do anything on the systems i use(d).
Posted: Thu Sep 22, 2005 8:14 pm
by ^misantropia^
But it does (though you may not notice it): it waits for all GL operations to finish. You need this cvar set with some video drivers to prevent tearing, flickering, etc.
Posted: Fri Sep 23, 2005 7:12 am
by Oeloe
^misantropia^ wrote:You need this cvar set with some video drivers to prevent tearing, flickering, etc.
All common video cards that less than 4 or 5 years old can force vsync through (Windows) drivers. On a GF4 or Radeon 9800 r_finish 1 or 0 doesn't cause any visual difference, while r_swapinterval does effectively enable vsync like the drivers can do.
In a Q3 config that i downloaded the comments for r_finish said that this cvar affects mouse input lag, but that's only true when the cvar is actually functional (when you have a card+drivers that need/support it).
Tearing seems to be less obvious in vertex mode btw.
Posted: Fri Sep 23, 2005 7:44 am
by Eraser
On average vsync cuts your effective framerate in half though.
Posted: Fri Sep 23, 2005 7:54 am
by dzjepp
There was an interesting thread about game smoothness and the swapinterval command on the osp forums (it was osp related). I will link ya when the forums come back.

Posted: Fri Sep 23, 2005 11:34 am
by ^misantropia^
Oeloe wrote:On a GF4 or Radeon 9800 r_finish 1 or 0 doesn't cause any visual difference
Example: the
Omega drivers cause horrendous flickering on NVIDIA GeForce FX 5[7-9]00 cards when
r_finish is not set.
EDIT: fixed stupid copy & paste error.
Posted: Fri Sep 23, 2005 12:57 pm
by Oeloe
Eraser wrote:On average vsync cuts your effective framerate in half though.
That depends on what your refresh rate is. Smart people set their monitor to 120 Hz or 100 Hz. I would only recommend using vsync in CPMa though (the only mod i know that doesn't suffer from input lag caused by vsync).
@dzjepp: i posted in that thread in the OSP forum too. There isn't any extremely useful info in that thread. Just someone complaining about the forced com_maxfps 125 in OSP.
@misan: p isn't a registered protocol. :P
Posted: Fri Sep 23, 2005 4:12 pm
by Foo
can you fix the input lag by using in_mouse -1 rather than +1?
Posted: Sat Sep 24, 2005 2:59 pm
by Oeloe
Just tested it and i believe -1 disables directinput, but it doesn't make a difference.