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Is there a way to remove the 60 fps cap? No matter what settings I choose, I'm always running at 60fps.
I need to hit 120fps to get the proper fluidity from my 120hz monitor.
Comments
U do know u cant even see 120hz ?
But its cool that u bought a unsellable 3d display that they now relabeled/marketed a 120HZ SUPERGAMER display.
99.9% of the people cant even see 60hz.
Uh.. did I really just get laughed at by a forum bully, and then have a sidekick giggle at me?
I'm trapped in a sitcom for teens!
Regarding the monitor specs - I apologize if this is difficult to understand technically, but I'll leave this link here in case anyone cares to learn more about what you can do with a 120hz monitor:
http://www.blurbusters.com/zero-motion-blur/lightboost/
Also, if anyone can offer some info about removing the 60 fps cap in Age of Wushu, that would be great.
i have a 120hz monitor and it is very annoying this cap cannot be removed.. i will admit in most games the difference between 60 fps and 120 fps is not huge or even noticable to most people unless playing 3d of course, but one thing I have noticed is if you are running a game at 60fps on a 120hz monitor and you get fps spikes which happens in most games(even if your rig is strong enough to easily run a game at 60 fps you will get dips at certain parts of games) you will notice this as the fps will dip below 60 fps. When you are running at 120 fps and you get dips into the 80s or 90s it really isn't noticable this is why the 60 fps cap is annoying.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
There is "fake" marketing of 400hz for televisions, yes.
There is also "true" 120hz and even 144hz (undocumented) refresh rates for monitors. These monitors all tend to support 3D.
3D cannot go beyond 60hz because each "channel" for the image is 60hz each. So 2 images = 60hz + 60hz for 120hz total on the dual DVI bandwdith. However, there's a "lightboost" technology that strobes the refresh in a particular way to reduce motion blur on the monitor.
It's all detailed in the link I provided, which I suspect no one will bother reading because it's too technical. But if you won't read the information, have some faith that there are some people out there who can read it and understand it, and even apply it (as I have).
The 120hz definitely has a purpose and definitely smooths motion blur on LCD displays when used -exclusively- in 2D mode. This tech is not the same for LCDs as it was for CRTs (which are without motion blur at all times, regardless of refresh).
And finally, thanks for the heads up that the 60 fps cap seems to be something that can't currently be removed. If anyone ever figures this out or it gets patched, I'd apprecaite a post in this thread.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
nope.. trust me tried every single in-game setting nothing.. hoping someone figured out an ini string that would take care of it but so far haven't heard anyone come up with anything
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Thanks for the suggestion. I appreciate the help.
Unfortunately, I've tried this and I'm not exactly sure what it does, but it didn't remove the 60 fps cap. Didn't see any graphical change. It may increase performance, but since my system is already maxed at performance with 60 fps, I can't benefit from the increased framerate.
There is ABSOLUTELY no reason WHATSOEVER to go beyond 60fps, that cap is there to limit lag etc...Most humans can't see past 35fps...Also, 120hz monitors are for 3d anyway, not gonna help performance...
already explained why it is nice to go above 60 fps especially on a 120 hz monitor.. and I have tested this on numerous games there is a difference when you get fps spikes in games.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Unfortunately you get more fps spikes as you move beyond 60fps, lower dips in framerate is worse than any advantage you could get from more than 60fps..
In other words, I'd rather play consistently @ 60fps than 35-80fps..imo ofcourse.
not in my experience.. for example in gw2 i can run around lions arch at 100 fps. If i turn the camera fast in some areas there is a noticable fps spike from 10-30 fps. When running at 100 fps and it dips down to 70 i hardly notice anything regarding any stutters or anything but if I cap my fps at 60 fps and do the same thing I still get a fps spike of about 20 fps and dip down to 40 fps or so for a couple seconds and it is very noticable when this happens.. also tried this in numerous other games and it is noticable in all of them I have tested it with.
if i could maintain a constant 60 fps sure thats fine but that's hardly ever the case even though my rig can easily handle that in most games. Normally my dips are 120 fps to like 80 at most so still always maintain over 60 fps in most cases
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
You do not get more "lag spikes" when you exceed 60 fps, and you do not summon demons or create evil for yourself any differently than you do at 60 FPS.
Motion blur is inherent to all LCDs. The faster the pixels update themselves, the less motion blur you get on the screen (though many other factors influence this). 60hz LCDs can only refresh the pixels 60 times per second, while 120hz LCDs in 2D mode can refresh the pixels 120 times per second. This means you get less motion blur when running 2D at 120 fps on a 120hz LCD because the pixels are updated more quickly in 120hz mode.
This is a fact of current LCD technology. There is a wealth of motion blur information online, but I understand a lot of it is made more confusing by all the false advertising for LCD TVs. This isn't an easy concept to research, which is why I've provided the original link.
I would normally ignore all the misinformation spread around in this thread because it's typical for the masses, but I'd like to accentuate the need for the 60 fps cap to be disabled.
It has been scientifically proven that most humans can see up to 1000 Hz(FPS) the real cap is more around 960Hz/FPS.
But u dont notice this directly u notice it with your peripheral vision, and in changes of really dark to really light colors. Also most people can notice the horrifying motion blur of LCD screens, and lightboost thankfully removes it completely.
When i play a game at 60 fps, and i go watch a movie or tv show at 24 fps, it hurts my eyes for a few minutes because everything seems slow and choppy, and i keep stopping the video and trying to figure out if maybe my codecs are screwed up, yes i re-live the old bad/no codec slow downs from 7 years ago everytime i watch something on 24 fps, ...
You can try to setup your gpu to alter the settings by setting up for a specific game.Most defaults i beleive say to let the application determine the settings.
What you would focus on is to diable VSYNC.
Also it "might" be possible to hunt down the registry setting.If for example it uses a hex number to cap it.idk what the hex of 60 would be,maybe 15?You could try to change it to an even number like 20 then.
I can't think of any other idea to get around it.
Never forget 3 mile Island and never trust a government official or company spokesman.
It doesn't answer your question, but it's the most thorough analysis of graphical tweaks associated with AoW.
http://www.ageofwushu.com/forums/viewtopic.php?f=29&t=3871
If all of that doesn't drop you close to, or a little under 60 FPS, then you have a computer that is VASTLY beyond mine.
^ this
give this guy a beer
LOL good joke, there was once guy who was making theories that people can see at 220Hz but he and no one else can back it up, about peripheral vision true that exist but its way smaller then You wrote, thats how in some commercials there were 1 special frames here and there telling You to buy things
Yes you can see 120 hz. But not on still image. Start first person shooter.. Cap your refresh at 30 frames do 360 degree turn. Now cap your refresh at 200hz and again do that. You will see huge difference.
It's not really the monitor. I have a 60Hz monitor and I too hit the high fps, but when I limit my GW2 to 60 FPS I notice the dips too. So yeah, that's game/hardware issue, not monitor. Besides you can set your 120Hz monitors to work on 60Hz if it really is that much of an issue for you, see if it gets better, but it probably wouldn't so yeah
Marketing at its finest
I don't know any of the particulars of AoW, bt it is at least possible that the game's design is such that the FPS cap cannot be removed and have the game operate correctly.
AnandTech recently had an article discussing the rendering pipeline that touched on this. The relevant portion here:
At the top of the chain is the application itself. This is where user input is being handled and where in the context of a game the simulation is being executed. From a technical perspective, it is the application that is the first arbitrator for game smoothness; applications are responsible for adjusting the simulation rate in order to keep the flow of frames smooth. If the application cannot ensure an even rate, then nothing else that follows will really matter.
The reality of course is that this is harder than it sounds. It is not an insurmountable problem, but PCs are devices with a wide spectrum of performance and capabilities. A dual-core processor with an iGPU performs very different from a hex-core processor with a small army of GPUs, and an application needs to be able to accommodate this so that the simulation operates as evenly as possible in both CPU and GPU-bottlenecked scenarios.
Ultimately any timing model is going to be reactive, adjusting itself in response to prior events and how long previous frames took to render. Though another option is to shortcut this process entirely and operate at a fixed (or capped) simulation rate, either basing a game around 30Hz/60Hz operation, or decoupling rendering from the simulation entirely. Anyone who has uncapped id Software’s Rage for example will find that the game simply does not behave correctly without its 60Hz cap.