About FPS in CoD4

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    About FPS in CoD4

    On your forum I have not found information for players having a weak PC.
    And decided to create a topic on this occasion I think for many players this information will be useful.

    About FPS

    What it fps?
    FPS is-«Frame Per Seconds».
    This value shows us a number of frames displayed on a computer monitor or laptop in one second. And the more the number, the faster, smoother and higher quality will be the gameplay.


    How many FPS games need for comfort?




    Simple answer to this question is difficult, not least because that in different game engines with the same number of frames per second the picture quality may be different .
    I think need 125 FPS per second and up 333.



    Influence of FPS on the height of the jumps.



    Up to 63 fps character jumps to a maximum of 39.5 units (except 52 and 55 fps. These two values are analogous to 71 fps)

    71 fps !!!! stable character jumps to 40 units !! Although 40.5 could not overcome. The same at 76 fps

    83 fps, 90 fps and 100 fps left much to be desired - could not overcome the bar even 40 units

    110 fps - easily overcame 40 and 40.5 units

    125 fps - 41 unit milestone was successfully mastered

    142, 166 and 200 fps - again inarticulate failure. character overcomes a maximum of 39.5 units

    250 fps - 42 unit mark conquered =)

    333 fps - conquered overseas units to 46 inclusive. Is presented as the ability to run silently. But only when running sideways =)

    500 FPS - FPS buggy value. character runs silently, but in height did not pull even 35 units, but it's just come up and jump. If you move a certain distance and make a jump, then overcomes the threshold to 39
    units.

    1000 FPS - box is not pulled, but judging by the height of the jump, the value is an analogue of 500 fps.



    Damage from falling.




    Results: (first value of the FPS, then in brackets the height of the wall and the last value - damage taken)

    71 (140) - 4
    91 (140) - 8
    100 (140) - 6
    110 (140) - 4
    125 (140) - 2
    200 (140) - 6
    250 (140) - 1
    333 (140) - 0

    71 (200) - 39
    91 (200) - 44
    100 (200) - 41
    110 (200) - 38
    125 (200) - 35
    200 (200) - 41
    250 (200) - 34
    333 (200) - 22

    71 (300) - 96
    91 (300) - dead
    100 (300) - 98
    110 (300) - 94
    125 (300) - 91
    200 (300) - 98
    250 (300) - 88
    333 (300) - 72

    71 (350) - dead
    91 (350) - dead
    100 (350) - dead
    110 (350) - dead
    125 (350) - dead
    200 (350) - dead
    250 (350) - dead
    333 (350) - 97

    Ultimately, I would spread the FPS performance in this order, from largest to smallest (in their utility)

    333,250, 125, 110, 76, 71 (FPS analogues are 34,42,52,55), 100 (FPS analogues are 10,17,20-23,25,36,40,41,50,67 and 200 ), 15 (FPS counterparts yavlyaeyutsya 24, 31,32,37,38,45,48,63), 59 (it is not clear why in the fall with the FPS more damage than its similar in close range), 91.83 (FPS analogue 166) 142. The most rigid is 500 fps (character attracted to the earth magnet and he takes damage, at times
    greater than all the rest)


    FPS -impact on noise.



    If you chose SMG, trench (shotgun) or sniper

    running forward (maximum speed of 190 units per second)333 fps - 80 (79 mute) (264 ms)
    250 fps - 81 (81 mute) (186 ms)
    200 fps - 87 (87 mute) (167 ms)
    167 fps - 70 (70 mute) (107 ms)
    142 fps - 70 (70 mute) (92 ms)
    125 fps - 73 (72 mute) (84 ms)
    111 fps - 66 (65 mute) (68 ms)
    100 fps - 67 (66 mute) (61 ms)
    90 fps - 69 (68 mute) (58 ms)
    83 fps - 63 (62 mute) (48 ms)
    77 fps - 65 (64 mute) (46 ms)
    71 fps - 66 (65 mute) (43 ms)

    running sideways (152 unit per second)

    333 fps - runs silently
    250 fps - 68 (68 mute) 210 ms
    200 fps - 68 (68 mute) 171 ms
    167 fps - 75 (75 mute) 155 ms
    142 fps - 56 (56 mute) 99 ms
    125 fps - 58 (57 mute) 91 ms
    111 fps - 60 (59 mute) 81 ms
    100 fps - 54 (53 mute) 66 ms
    90 fps - 54 (53 mute) 60 ms
    83 fps - 57 (57 mute) 57 ms
    77 fps - 52 (51 mute) 47 ms
    71 fps - 52 (51 mute) 46 ms

    running back (133 unit per second)

    333 fps - 50 (49 mute)
    250 fps - 54 (53 mute)
    200 fps - 58 (57 mute)
    167 fps - 46 (45 mute)
    142 fps - 46 (46 mute)
    125 fps - 49 (48 mute)
    111 fps - 44 (43 mute)
    100 fps - 44 (43 mute)
    90 fps - 44 (43 mute)
    83 fps - 42 (41 mute)
    77 fps - 42 (41 mute)
    71 fps - 41 (40 mute)

    If you select the main weapon Machine (class Assault)

    running forward (180 units per second)

    333 fps - runs silently
    250 fps - 81 (80 mute) 202 ms
    200 fps - 84 (83 mute) 171 ms
    167 fps - 90 (89 mute) 151 ms
    142 fps - 69 (68 mute) 96 ms
    125 fps - 73 (72 mute) 88 ms
    111 fps - 73 (72 mute) 80 ms
    100 fps - 64 (63 mute) 62 ms
    90 fps - 68 (67 mute) 60 ms
    83 fps - 66 (66 mute) 54 ms
    77 fps - 64 (63 mute) 47 ms
    71 fps - 63 (62 mute) 44 ms

    running sideways (144 unit per second)

    333 fps - runs silently
    250 fps - 65 (64 mute) 212 ms
    200 fps - 66 (65 mute) 174 ms
    167 fps - 72 (71 mute) 160 ms
    142 fps - 56 (55 mute) 106 ms
    125 fps - 58 (57 mute) 92 ms
    111 fps - 59 (58 mute) 86 ms
    100 fps - 61 (60 mute) 80 ms
    90 fps - 54 (53 mute) 64 ms
    83 fps - 53 (53 mute) 59 ms
    77 fps - 54 (53 mute) 55 ms
    71 fps - 51 (50 mute) 48 ms

    running back (126 unit per second)

    333 fps - 49 (48 mute) 257 ms
    250 fps - 54 (53 mute) 216 ms
    200 fps - 55 (54 mute) 175 ms
    167 fps - 45 (44 mute) 112 ms
    142 fps - 44 (43 mute) 100 ms
    125 fps - 46 (45 besschumno) 87 ms
    111 fps - 41 (40 mute) 73 ms
    100 fps - 41 (42 mute) 65 ms
    90 fps - 43 (42 mute) 62 ms
    83 fps - 40 (39 mute) 52 ms
    77 fps - 40 (39 mute) 47 ms
    71 fps - 41 (40 mute) 46 ms

    Class "Heavy Gunner" (main weapon guns)

    running forward (166 units per second)

    333 fps - runs silently
    250 fps - 75 (74 mute) 206 ms
    200 fps - 77 (77 mute) 171 ms
    167 fps - 84 (83 mute) 154 ms
    142 fps - 65 (64 mute) 100 ms
    125 fps - 66 (65 mute) 90 ms
    111 fps - 70 (70 mute) 85 ms
    100 fps - 71 (70 mute) 80 ms
    90 fps - 63 (63 mute) 61 ms
    83 fps - 63 (63 mute) 58 ms
    77 fps - 65 (65 mute) 55 ms
    71 fps - 58 (57 mute) 45 ms

    running sideways (133 unit per second)

    333 fps - runs silently
    250 fps - 64 (63 mute) 218 ms
    200 fps - 64 (63 mute) 189 ms
    167 fps - 69 (68 mute) 167 ms
    142 fps - 71 (70 mute) 147 ms
    125 fps - 55 (54 mute) 100 ms
    111 fps - 54 (53 mute) 86 ms
    100 fps - 55 (54 mute) 83 ms
    90 fps - 50 (49 mute) 66 ms
    83 fps - 51 (50 mute) 62 ms
    77 fps - 51 (50 mute) 58 ms
    71 fps - 52 (51 mute) 54 ms

    running back (116 unit per second)

    333 fps - runs silently
    250 fps - 51 (50 mute) 225 ms
    200 fps - 53 (52 mute) 196 ms
    167 fps - silently 56955) 165 ms
    142 fps - 44 (43 mute) 116 ms
    125 fps - 44 (43 mute) 95 ms
    111 fps - 44 (43 mute) 87 ms
    100 fps - 39 (38 mute) 70 ms
    90 fps - 41 (40 mute) 65 ms
    83 fps - 40 (39 mute) 60 ms
    77 fps - 40 (39 mute) 54 ms
    71 fps - 38 (37 mute) 48 ms

    Perhaps
    all this seems strange heresy. So I explain: "142 fps - 44 (43 mute)
    116 ms" means that at 142 fps and the established value of the script
    run time 116 milliseconds character runs silently unit 43 and unit 44 he
    already izdёt noise. Sometimes, if run successfully, the "silent limit"
    coincides with the "noisy limit", but it does not happen often, and
    was, apparently, glitches engine.

    Well what can we say in
    general. Why at 333 FPS character runs silently, I have not caught up.
    Perhaps silent distance run at 333 characters so high that covers itself
    with a vengeance maximum speed. But on the other side assultery run
    silently and back - why some do not.

    Conclusions for all other
    values do themselves. Personally, I have concluded that the value of the
    FPS, which is close to the maximum speed of the character, is optimal
    (eg 200 fps at 190 (maximum speed) Units provide silent running in 87
    units. And at 166 fps and 180 units per second silent all 90 units).
    About why I did not take the FPS values below 71. In the first place I *
    for palsya secondly at low FPS slightest change in distance of 1 ms
    give a very large spread. That is at 50 fps and 50 ms character runs 50
    units. And at 51 ms - is 54. In any case, with decreasing distance
    noiseless FPS reduced. Mileage limit for any class - about 45 units per
    second.

    How to increase FPS?

    Useful Commands:

    r_drawDecals "0"
    r_drawSun "0"
    r_drawWater "0"
    r_lodBiasRigid "0"
    r_lodBiasSkinned "0"
    r_lodScaleRigid "4"
    r_lodScaleSkinned "4"
    r_drawSun "0"
    r_drawDecals "0"
    r_rendererPreference "0"
    r_aaAlpha "0"
    r_detail "0"
    r_picmip "3"
    r_picmip_bump "3"
    r_picmip_manual "3"
    r_picmip_spec "0"
    r_picmip_water "3"
    r_distortion "0"
    r_dlightlimit "0"
    r_fastskin "1"
    r_ingamevideo "0"
    r_multiGPU "1"
    r_outdoor "1"
    r_texFilterAnisoMax "1"
    r_texFilterMipMode "3"
    r_zFeather "0"
    cg_brass "0"
    cg_blood "0"
    cg_marks_ents_player_only "1"
    fx_marks "0"
    fx_marks_ents "0"
    fx_marks_smodels "0"
    sm_enable "0"

    Perhaps on some servers will kick you.
    If the server kick you change the value in DEFAULT:)

    Have a website configs:gamerconfigs.com/game/cod4
    Try, experiment.
    But most importantly, do not use cheats :D
    Play fair! :P

    I hope you enjoy leave comments and share their experiences, I think it's useful information! :)
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