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ThirteenAG

Framerate Vigilante - finding and fixing framerate related issues

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ThirteenAG
Posted (edited)

A continuation of a conversation started here:

 

I created a separate repository here: https://github.com/GTAmodding/FramerateVigilante

 

Appveyor builds of test plugin now available here: https://ci.appveyor.com/project/ThirteenAG/frameratevigilante/build/artifacts

 

I suppose we're gonna try documenting and fixing fps related issues in GTA SA, and maybe III and VC as well.

 

Feel free to contribute.

Edited by ThirteenAG

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pete9516

i will just post this here again: (btw i guess some of these has already been fixed with Junior's Fixes

Traffic cars horning way too fast,

and when playing MTA races on some mta racing servers, there are sometimes race tracks where you have to put client fps limit for boats to 30 or 35, because you slide with a dinghy (or what) on a downhill road. If you do this with high fps, your boat will get stuck in the road, while everybody else with 35 fps passes you by.

oh and i think it makes also a difference when you fly with a helicopter or a plane. The handling feels somehow different. I hope this is the same bug as decreasing gas in cars

- There is also a bug that when you drive the motorcycle at high fps, the tires wear off (like a burnout or drifting with a car) when cj is laying down into the curve

- There is also some strange bug at high fps that when your User Tracks are only normal mp3 format (instead of lame mp3) the game instantly crashes when trying to play one of those none lame mp3 tracks.

 - When at high fps and trying to turn a vehicle siren on, it's almost impossible because you have to tip the button so shortly (but i guess Delta Time Fix) fixes this

- When driving with a car and there is a door open, at high fps you can't let the car clap the door

- sometimes when climbing on the roof of Sweet's house to get the machine gun, when CJ jumps over that small ledge he instantly dies. But i can't say that this happens very often since i only noticed that like a couple of times since i'm always playing with frame limiter

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Sam Lake

damn, that looks like complete or almost complete list of framerate depend stuff.

 

Not sure if it was already mentioned, but elevators are framerate depend, and are actually bork on 30FPS, but work on 60 lolo

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Davve95
Posted (edited)

SA:

 

1. Sirens are damn hard to turn on and off.

 

2. The big map is super slow to zoom in and out (pause map)

 

3. You can die while climbing over something

Edited by Davve95

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thalilmythos

I think (i'm not sure)

 

Cj gets less talkative with the police when the game runs low in fps.

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Noskillx
Posted (edited)

The car slowdown fix is broken, my car drives soo long after stopping accelerating with the fix its driving almost infinitly, i compared it to 30 fps without the fix and its much different.

Edited by Noskillx

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ThirteenAG

Sorry about that, I dunno what I was thinking, commited what was suppose to be there, should work now.

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Noskillx
Posted (edited)

Alright, seems to work correctly now, lovely! thanks. Its really nice to have all fixes in one asi file and without mixmods or other stuff :)

 

SIDE NOTE: Sadly its not compatibile with GTA-Underground :( Underground will crash after entering a car in couple seconds.

 

EDIT 2: @ThirteenAG Diving back up to the surface seems to be still slow and broken. Diving deeper or diving straight in front of the player is alright.

Edited by Noskillx

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Junior_Djjr
52 minutes ago, Noskillx said:

Its really nice to have all fixes in one asi file and without mixmods or other stuff :)

My FPS fixes would also be in just one .asi, they are from Mix Sets, I just released before because I didn't want to keep you guys waiting.

But ThirteenAG decided to open this project, so I preferred to leave it for him, which has more experience.

48 minutes ago, Noskillx said:

SIDE NOTE: Sadly its not compatibile with GTA-Underground :( Underground will crash after entering a car in couple seconds.

Because of "Apply handling.cfg patch" from fastman92 limit adjuster? Yeah, he did it differently for this asi, my original version is working.

Originally, f92la completely NOP the code on 0x5BFAB0.

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Noskillx
Posted (edited)
14 minutes ago, Junior_Djjr said:

My FPS fixes would also be in just one .asi, they are from Mix Sets, I just released before because I didn't want to keep you guys waiting.

But ThirteenAG decided to open this project, so I preferred to leave it for him, which has more experience.

Still i like all fixes in one asi, no multiple files no cleo and no bloat like mixsets (sorry but mixsets is a bloat for me). thats why i like it more also for some reason your original fixes crash my game.

Edited by Noskillx

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Junior_Djjr
Posted (edited)
9 hours ago, Noskillx said:

Still i like all fixes in one asi, no multiple files no cleo and no bloat like mixmods (sorry but mixmods is a bloat for me).

Read more carefully, I said that my version would also be in 1 .asi.

And what has the subject got to do with MixMods? This fix is for the MixSets, MixMods is my blog. I agree with you, that is why I created the MixSets which is a mod with 300 mods together (and I'm converting it to .asi now, almost finished). I also think it's much better all in one .asi.

edit: thinking now, this is opposite of what you said, these fixes would all be in MixSets, but now it's a separate mod.

 

9 hours ago, Noskillx said:

also for some reason your original fixes crash my game.

Which fixes? Send me some crash log so I can take a look.

Edited by Junior_Djjr

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Junior_Djjr
Posted (edited)
On 5/1/2019 at 6:20 AM, Davve95 said:

1. Sirens are damn hard to turn on and off.

Fixed.

Originally the game uses number of frames. Seriously, Rockstar? I changed it to use milliseconds.

Bonus: Fixed second player unable to toggle the car siren; Fixed sometimes the car horn being activated (for a short time) when toggling the siren.

 

I've sent the code for ThirteenAG to check it. But can be tested now, tell anything.

 

edit: Guys, when reporting FPS bugs, try to say If this happens at 60 FPS.
Some bugs only happen at 100+ FPS, and sincerely, it's not worth bothering with them now, it's best to focus on bugs up to 60 FPS.

On 4/26/2019 at 4:47 AM, pete9516 said:

and when playing MTA races on some mta racing servers, there are sometimes race tracks where you have to put client fps limit for boats to 30 or 35, because you slide with a dinghy (or what) on a downhill road. If you do this with high fps, your boat will get stuck in the road, while everybody else with 35 fps passes you by.

There are also servers that limit FPS as cars are faster on high FPS. And in fact this happens, as you can see in my video (slightly noticeable at 60 FPS). Note the floor stripes.

 

Drift is also harder at 60 FPS.

Edited by Junior_Djjr

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Sam Lake
Posted (edited)

Movement with pistol while aiming is broken on high fps

Car horns of npcs are sped up on high fps

Wanted star flash and text flash is sped up

Escalators are working at 60FPS but not 30 (i keep reporting this to Silent too :D )

Empty cars are much easier to push at higher FPS

Flashing 2dfx particles are flashing again faster on high FPS

 

Also would it be possible to have this mod lock frame limiter at 60FPS for easier testing?

 

Good job so far 👌👌👌

Edited by George Costanza

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Junior_Djjr
Posted (edited)
On 5/13/2019 at 5:19 AM, George Costanza said:

Also would it be possible to have this mod lock frame limiter at 60FPS for easier testing?

Use Open Limit Adjuster or MixSets to set FPS.

Don't use "AUTO" in MixSets because it changes the FPS automatically in some cases to avoid bugs — exactly what we don't want here.

 

I've seen about cutscenes not ending or having desynchronized audio in high FPS, but I don't know if this happens at 60 FPS. Can someone confirm that?

 

On 5/13/2019 at 5:19 AM, George Costanza said:

Escalators are working at 60FPS but not 30 (i keep reporting this to Silent too :D )

When I said this first time people understood the opposite, lol. This is one of the few bugs (if not the only bug) that happen the opposite: works at high FPS, but not low.

It's interesting that 59 FPS doesn't work, only 60+.

Edited by Junior_Djjr

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BlackScout

There's a finally a thread for this. Great :D

 

I have read some of the complaints, I think one that hasn't been mentioned is that issue with the cars being too... I can't explain.

Some cars jiggle their carcasses like crazy at higher frame-rates, it's weird. I think the Sabre suffers from that problem... Anyway, it should be easy to reproduce. 

[Unrelated, but if anyone is capable, NFSUG2 has some 2DFX issues with High Frame-rates. [Mainly the light trails, they are tied to FPS. But also, rain makes the screen flicker above 60]]

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Noskillx
Posted (edited)

@Junior_DjjrFound a new 60FPS issue, 60FPS makes the hot coffee minigame impossible to beat, CJ sex loop animation is crazy fast and thus you can't control it, and because of this you always fail the date.

Second Issue: You take off or accelerate with the skimmer on the water this making it impossible to fly. (Same for GTA VC too)

Edited by Noskillx

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Blackbird88
Posted (edited)
On 5/13/2019 at 2:51 AM, Junior_Djjr said:

Fixed.

Originally the game uses number of frames. Seriously, Rockstar? I changed it to use milliseconds.

Bonus: Fixed second player unable to toggle the car siren; Fixed sometimes the car horn being activated (for a short time) when toggling the siren.

What about III/VC?

EDIT: It doesn't work for me.

EDIT2: It conflicts with Ginput 😂

EDIT3: It doesn't work with pads at all?

Edited by Blackbird88

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Vindsole
Posted (edited)

Using the mouse wheel in the menu to zoom in and out the map is harder in 60 fps and impossible on unlocked frame rate.

 

Has been already said sorry.

Edited by Vindsole

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Junior_Djjr
Posted (edited)

Update 15/06/19 (DD/MM/YY)

  • Fixed crash with handling patch from fastman92 limit adjuster.
  • Added siren toggle fix.

(Download)

(MixMods Post)

Unfortunately, I still don't think about focusing on this mod, I just updated because I was waiting for the ThirteenAG. I'm focused on MixSets, GTA Brasil and a new game I'm developing, then I want to work on Urbanize. I've never been so busy. But you guys can keep talking about FPS bugs here.

Source code not updated yet because I changed to use plugin-sdk. edit: Updated now.

  

On 5/25/2019 at 6:18 AM, Blackbird88 said:

What about III/VC?

EDIT: It doesn't work for me.

EDIT2: It conflicts with Ginput 😂

EDIT3: It doesn't work with pads at all?

It's working like a charm here. You should try this new version.

Edited by Junior_Djjr

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TempUser_

I believe eventually most of FPS issues will be fixed.

What I found out that with limiter on, non players car wheels spins normally, but once limiter is turned off, if feels like NPCs cars are on ice. 

 

1 - Limiter On.

2 - Limiter Off.

Spoiler

s3NJSEm.gif

N3jvILM.gif

 

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Junior_Djjr
2 hours ago, TempUser_ said:

I believe eventually most of FPS issues will be fixed.

What I found out that with limiter on, non players car wheels spins normally, but once limiter is turned off, if feels like NPCs cars are on ice.

I've also seen this bug, but I'd rather use Real Traffic Fix to make them use physics. I (and I believe everyone here) hate to see these cars driving on rails.

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Noskillx
5 minutes ago, Junior_Djjr said:

I've also seen this bug, but I'd rather use Real Traffic Fix to make them use physics. I (and I believe everyone here) hate to see these cars driving on rails.

Naaah actual FPS fix would be better.

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Junior_Djjr
Posted (edited)
8 minutes ago, Noskillx said:

Naaah actual FPS fix would be better.

No way.

Only the first few seconds of video are already worth it (also because this video is a sh*t, lol, 2015). 1:28 too.

 

However I'm not saying that this should not be fixed, I just think it's not important.

Things like being able to walk diagonally aiming with the rifle are much more important.

 

After having a good list of bugs, it would be interesting to create a poll to define what people most want to be fixed.

Edited by Junior_Djjr

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栗山明子
On 6/16/2019 at 8:50 AM, Junior_Djjr said:

Update 15/06/19 (DD/MM/YY)

  • Fixed crash with handling patch from fastman92 limit adjuster.
  • Added siren toggle fix.

(Download)

(MixMods Post)

Unfortunately, I still don't think about focusing on this mod, I just updated because I was waiting for the ThirteenAG. I'm focused on MixSets, GTA Brasil and a new game I'm developing, then I want to work on Urbanize. I've never been so busy. But you guys can keep talking about FPS bugs here.

Source code not updated yet because I changed to use plugin-sdk. edit: Updated now.

  

It's working like a charm here. You should try this new version.

Thank you for this version, it's help everybody a lot to enjoy the game with 60fps.
But, there's a thing that makes me confuse. Is the User Track crash related to 60fps?
Cause, I always getting this crash whenever I switch it in vehicle or when the User Track wants to change a custom song. But when I change it in audio menu, it works perfectly.

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TempUser_
19 hours ago, Junior_Djjr said:

I've also seen this bug, but I'd rather use Real Traffic Fix to make them use physics. I (and I believe everyone here) hate to see these cars driving on rails.

After install, mod showed error about IndieVehHandlings.cs, downloaded that from internet. 

Now mod works, but it feels like every car now moves with half of regular speed. Its very noticeable on NPC cars, they move very slow. 

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Junior_Djjr
10 hours ago, 栗山明子 said:

Thank you for this version, it's help everybody a lot to enjoy the game with 60fps.
But, there's a thing that makes me confuse. Is the User Track crash related to 60fps?
Cause, I always getting this crash whenever I switch it in vehicle or when the User Track wants to change a custom song. But when I change it in audio menu, it works perfectly.

It is related to CLEO Library. I don't remember if I already reported this to devs. It isn't 100% sure also.

 

4 hours ago, TempUser_ said:

Now mod works, but it feels like every car now moves with half of regular speed. Its very noticeable on NPC cars, they move very slow. 

Which FPS?

If it's over 60 could maybe was been caused by some mistake I made, it's a very old mod, I'll re-create it in .asi, it will look much better. But remember that there is an .ini file for you to choose the speed.

But you reminded me, really the game has speed problem in cars with FPS too high (apparently not fully fixed by Real Traffic Fix), so you'll notice NPC cars with applied physics, like all police cars, motorbikes etc, driving slower in higher FPS, I didn't remember that problem before you say.

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TempUser_
19 hours ago, Junior_Djjr said:

Which FPS?

Yea, when running without limiter, fps reaches 120, and car speed is reduced.

Once you bring limiter back - everything is fine. 

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Blackbird88

In new version siren fix finally works for me. Good job ! :)

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