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Display Refresh locked?


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Posted

So as in title I've been trying to get higher display refresh than it's default(60)
I've set in main config r_displayrefresh "75". And It seems to be going back to 60 refresh upon doing vid_restart on noquarter #1.

Tried setting +set r_displayrefresh 75 in et shortcut. I'm sure that my screen & graphic card supports this refresh rate.
 

My specs:

System: Windows 8
-Mb: Msi Z77A-GD55(MS-7751)
- I5 3570K quad core, 3,4 GHz
- AMD radeon HD 7950
- 8GB Ram 1333 MHz

Display:
- Samsung 27" , SyncMaster P2770HD

With 1920x1080 I have 60hz and on 1440x900 I have 75hz. Both are true color with 32bit range.

 

The cvar was working without problems upon running game and doing vid_restart while not connected to server.

Have r_customaspect 1; r_mode -1; r_fullscreen 1; r_swapinterval 0; r_finish 0

Custom resolution is set to 1440x900.

It didn't even work when I changed whole display to 1440x900(not just et). Restarting pc, clean et install, fresh configs, cvar_reset didn't change anything.

 

At the moment I'm using single screen and my graphic card drivers are up to date.

If you have any ideas please write them here :)

Posted

try \r_displayrefresh 75 then \vid_restart before connecting on server. Once on server, re-apply this process. From then on you shouldn't have to do this each time.

  • Like 1
Posted

Huh, that *is* odd indeed. I am assuming you are using the Catalyst Control Centre for your resolution and refresh rate changes?

This might sound like a stupid question, but could you have v-sync enabled?

  • Like 1
Posted

try \r_displayrefresh 75 then \vid_restart before connecting on server. Once on server, re-apply this process. From then on you shouldn't have to do this each time.

Tried that earlier. Sorry that I didn't mention it earlier. I made sure that after running game I had those cvar set to right value(resolution, display refresh) after that I connected to server but after vid_restart on sever some cvars were gone.(some cvars are not affected by autoexec even if they are in it)

 

 

Huh, that *is* odd indeed. I am assuming you are using the Catalyst Control Centre for your resolution and refresh rate changes?

 

This might sound like a stupid question, but could you have v-sync enabled?

Yes used both in-system settings to set resolution to 1440x900 and set refresh to 75hz and the one in catalyst. Also made sure that system is not changing display refresh on its own(similar case to auto brightness)

I always have it off(with cvars in et included: r_swapInterval 0 // If 1 then vsync is on, if 0 then it’s off. and r_finish 0)

 

 

Also tried doing some more stuff with it and condumped logs meanwhile.

 

This gfxinfo is after running the game.

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1440 x 900 fullscreen hz:75
GAMMA: software w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
anisotropy: 0
NV distance fog: disabled

This gfx info is after exec of my config(all default generated after fresh install and changed values for custom resolution and refresh rate and r_mode)

(and its the exact same after connecting to server)

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1440 x 900 fullscreen hz:75
GAMMA: software w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 3
texture bits: 16
multitexture: enabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
anisotropy: 0
NV distance fog: disabled

And this one is after vid_restart while I'm conencted to server

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1440 x 900 fullscreen hz:60
GAMMA: software w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 3
texture bits: 16
multitexture: enabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
anisotropy: 0
NV distance fog: disabled

Edit:

Tried changing configs to read only and removing inside them 'unsafe' values ( so game would still read those cvars) etmain/etconfig.cfg; etmain/profiles/Shana/etconfig.cfg; noquarter/profiles/Shana/etconfig.cfg

Also not working while not exec'ing any custom/default config. (even on safe r_mode 4) com_recommended 0 and com_recommendedset 0 didn't help either.

Posted
 

take a look at this http://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU and this http://www.monitortests.com/forum/Thread-AMD-ATI-Pixel-Clock-Patcher

 

It helps me unlock some refresh rates not permited by my monitor before!!

I have 75hz supported and it's going back to 60hz after vid_restart on server. I do not need to have custom display refresh since my screen supports it.
resolution.jpg

 

 

Are you able to Alt Enter out of full screen ET mode?

Yes, easily. No problems or crashes(double render initializations)

 

Posted

I see couple of things in CCC that have impact on framerate,

Control is done by ET.

Triple Buffering settings (off) and max framerate (off).

How is your CCC setup?

  • Like 1
Posted (edited)

Whilst on a server, do

seta r_displayrefresh "0"; set r_displayrefresh "75" unsafe; vid_restart; writeconfig "111015_displayrefresh75.cfg"

Edited by jaie
  • Like 1
Posted

And you are sure you are not messing around with ignorehardware setting?

  • Like 1
Posted

I see couple of things in CCC that have impact on framerate,

Control is done by ET.

Triple Buffering settings (off) and max framerate (off).

How is your CCC setup?

All are set to max performace and use app settings not ccc.

 

 

And you are sure you are not messing around with ignorehardware setting?

r_ignorehwgamma 1 ,this one ignore is for brightness :) Tested it just in case. Don't have any other restrictions at the moment.

 

Whilst on a server, do

seta r_displayrefresh "0"; set r_displayrefresh "75" unsafe; vid_restart; writeconfig "111015_displayrefresh75.cfg"

/seta r_displayrefresh "0"; set r_displayrefresh "75" unsafe; vid_restart; writeconfig
"111015_displayrefresh75.cfg"
r_displayrefresh will be changed upon restarting.
r_displayrefresh will be changed upon restarting.
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
Hunk_Clear: reset the hunk ok
----- Initializing Renderer ----
-------------------------------
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode -1: 1440 900 FS
...using colorsbits of 16
...calling CDS: failed, bad mode
...trying next higher resolution: ok
...created window@0,0 (1440x900)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 16, 0 )
...65 PFDs found
...hardware acceleration found
...PIXELFORMAT 2 selected
...creating GL context: succeeded
...making context current: succeeded
WARNNING: GL extensions string too long (6657), truncated to 4096
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...GL_EXT_texture_env_add not found
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...GL_EXT_compiled_vertex_array not found
...WGL_3DFX_gamma_control not found
...GL_NV_fog_distance not found
... GL_EXT_texture_filter_anisotropic not found

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7900 Series
GL_VERSION: 4.4.12874 Compatibility Profile Context 14.100.0.0
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth
GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend
GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64
GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete
GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object
GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops
GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace
GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended
GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles
GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance
GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage
GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth
GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float
GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced
GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel
GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query
GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query
GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_sample_shading GL_ARB_sampler_objects
GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size
GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod
GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing
GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync
GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression
GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod
GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm
GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2
GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit GL_ARB_vertex_aGL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1440 x 900 fullscreen hz:60
GAMMA: software w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 3
texture bits: 16
multitexture: enabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
anisotropy: 0
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
LOADING... :collision map:
LOADING... :sounds:
Com_sprintf: overflow of 64 bytes buffer
Com_sprintf: overflow of 64 bytes buffer
Com_sprintf: overflow of 64 bytes buffer
Com_sprintf: overflow of 64 bytes buffer
voice chat memory size = 0

.........................
Initializing Sound Scripts
...loading 'sound/scripts/vo_allies.sounds'
...loading 'sound/scripts/vo_axis.sounds'
...loading 'sound/scripts/etdo1.sounds'
done.
LOADING... :graphics:
LOADING... maps/etdo1.bsp
stitched 0 LoD cracks
...loaded 9860 faces, 115 meshes, 432 trisurfs, 0 flares 0 foliage
LOADING... :entities:
LOADING... :game media:
LOADING... :textures:
LOADING... :models:
WARNING: reused image ui/assets/filter_antilag.tga with mixed glWrapClampMode parm
LOADING... :weapons:
LOADING... :items:
LOADING... :inline models:
LOADING... :server models:
LOADING... :particles:
LOADING... :classes:
LOADING... :game media done:
LOADING... :flamechunks:
LOADING... :clients:
LoadLocations: Warning: No location data found for map etdo1.
CL_InitCGame:  1.74 seconds
Com_TouchMemory: 0 msec
Writing 111015_displayrefresh75.cfg.
  • Solution
Posted

 


----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode -1: 1440 900 FS
...using colorsbits of 16
...calling CDS: failed, bad mode
...trying next higher resolution: ok
...created window@0,0 (1440x900)

  • Like 1
Posted

Try seta r_colorbits "0"; set r_colorbits "32" unsafe;

  • Like 1
Posted

Yes. Now I see. That quote gave me idea. Since I was trying to render 1440x900 75hz 32bits and in et I had 16 or 24 cause of default settings.

Thanks all for help. Really appreciate that :)

  • Like 1
Posted

Not sure if it makes a difference, but 1440x900 is a 16:10 ratio; r_customaspect 1 is for 16:9, r_customaspect 2 is for 16:10

  • Like 2
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