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Game failing to detect monitor refreshrate
Describe the bug
The game Fails to detect the correct refreshrate. Recently multiple reports of this causing the actual fps of the player to drop.
Adding the -freq startparam with the correct value fixes refreshrate and the FPS issue. How To Reproduce
Start playtest version in exclusive fullscreen. cannot reproduce on key version.
Expected Behavior
Game should detect the correct refreshrate without the command. Game should not drop framerate even with low refreshrate.
Windows 10 Renderer
DX11 (default)
Can confirm. When the game starts up it's always at (I assume) 60 hz. Using the launch param worked. Also, when unfoucusing and focusing the game, it updates the monitor's refresh rate back to what it was, so the mouse is smoother, but the game is still 60 hz.
I have this issue every time I start the game. Here's the output of mat_info as requested by @SlidyBat via Discord
> mat_info
[materials] ShaderAPI: shaderapidx11.dll
[shaderapi] Driver Description : NVIDIA GeForce RTX 3080 Ti
[shaderapi] Chipset version 4318 8712 949817384 161
[shaderapi] Display mode : 2560 x 1440 @239.97Hz (BGRA8888)
[shaderapi] SHADERAPI CAPS:
[shaderapi] m_NumSamplers: 16
[shaderapi] m_NumVertexSamplers: 4
[shaderapi] m_HasSetDeviceGammaRamp: yes
[shaderapi] m_SupportsPixelShaders_2_b: no
[shaderapi] m_SupportsShaderModel_3_0: no
[shaderapi] m_SupportsCompressedVertices: 1
[shaderapi] m_bSupportsAnisotropicFiltering: yes
[shaderapi] m_nMaxAnisotropy: 16
[shaderapi] m_MaxTextureWidth: 16384
[shaderapi] m_MaxTextureHeight: 16384
[shaderapi] m_MaxTextureAspectRatio: 16384
[shaderapi] m_MaxPrimitiveCount: 2147483647
[shaderapi] m_ZBiasAndSlopeScaledDepthBiasSupported: yes
[shaderapi] m_NumPixelShaderConstants: 224
[shaderapi] m_NumVertexShaderConstants: 16384
[shaderapi] m_NumBooleanVertexShaderConstants: 16
[shaderapi] m_NumIntegerVertexShaderConstants: 16
[shaderapi] m_TextureMemorySize: 0
[shaderapi] m_MaxNumLights: 4
[shaderapi] m_MaxVertexShaderBlendMatrices: 53
[shaderapi] m_SupportsMipmappedCubemaps: yes
[shaderapi] m_nDXSupportLevel: 110
[shaderapi] m_PreferDynamicTextures: no
[shaderapi] m_MaxUserClipPlanes: 6
[shaderapi] m_SupportsSRGB: yes
[shaderapi] m_HDRType: HDR_TYPE_FLOAT
[shaderapi] m_pShaderDLL:
[shaderapi] m_bNeedsATICentroidHack: no
[shaderapi] m_bDisableShaderOptimizations: no
[shaderapi] m_MaxSimultaneousRenderTargets: 8
[shaderapi] m_bPreferZPrepass: no
[shaderapi] m_bSuppressPixelShaderCentroidHackFixup: no
[shaderapi] m_bPreferTexturesInHWMemory: yes
[shaderapi] m_bPreferHardwareSync: yes
[shaderapi] m_bSupportsNPO2Textures: yes
[shaderapi] m_bUnsupported: no
Hey, forgot to bump this a bit ago, does this still happen on the latest version? We pushed some changes to how the game detects refresh rate.
Haven't heard back from any playtesters about this. Going to tentatively close this, and we can reopen if we find out there are any more issues.
I have a 165 Hz monitor, everytime I started the game, the visual FPS is locked to 60 fps.
Even when fps_max
was set to 300 and cl_showfps
showed ~300,
the built-in fps meter of my monitor displayed 60 and it also felt like 60.
I have to tab in and out again, or sometimes manually set it to "Windowed Fullscreen" and then back to "Fullscreren".
Win10, DX11
This is on the latest version of the game? Can you paste the output of mat_info
Yeah, "latest" version at the time of writing.
When a fullscreen application is opened at a different fps rate my monitor goes black for a second.
This is always an indicator that the game is doing something wrong.
In other source games I don't have this issue.
The first time I tab in and out to fix the issue I can see [shaderapi] WM_DISPLAYCHANGE: 2560 1440
in the console.
There is no change of mat_info
after it is fixed.
Log
> version
[engine] Protocol version 100 [938/938]
Exe version 1.0.0 (momentum)
[engine] Exe build: 00:08:16 Sep 18 2022 (8716) (1802710)
[engine] Windows version 10.0
> mat_info
[materials] ShaderAPI: shaderapidx11.dll
[shaderapi] Driver Description : NVIDIA GeForce RTX 3080
[shaderapi] Chipset version 4318 8710 1077941336 161
[shaderapi] Display mode : 2560 x 1440 @164.958Hz (BGRA8888)
[shaderapi] SHADERAPI CAPS:
[shaderapi] m_NumSamplers: 16
[shaderapi] m_NumVertexSamplers: 4
[shaderapi] m_HasSetDeviceGammaRamp: yes
[shaderapi] m_SupportsPixelShaders_2_b: no
[shaderapi] m_SupportsShaderModel_3_0: no
[shaderapi] m_SupportsCompressedVertices: 1
[shaderapi] m_bSupportsAnisotropicFiltering: yes
[shaderapi] m_nMaxAnisotropy: 16
[shaderapi] m_MaxTextureWidth: 16384
[shaderapi] m_MaxTextureHeight: 16384
[shaderapi] m_MaxTextureAspectRatio: 16384
[shaderapi] m_MaxPrimitiveCount: 2147483647
[shaderapi] m_ZBiasAndSlopeScaledDepthBiasSupported: yes
[shaderapi] m_NumPixelShaderConstants: 224
[shaderapi] m_NumVertexShaderConstants: 16384
[shaderapi] m_NumBooleanVertexShaderConstants: 16
[shaderapi] m_NumIntegerVertexShaderConstants: 16
[shaderapi] m_TextureMemorySize: 0
[shaderapi] m_MaxNumLights: 4
[shaderapi] m_MaxVertexShaderBlendMatrices: 53
[shaderapi] m_SupportsMipmappedCubemaps: yes
[shaderapi] m_nDXSupportLevel: 110
[shaderapi] m_PreferDynamicTextures: no
[shaderapi] m_MaxUserClipPlanes: 6
[shaderapi] m_SupportsSRGB: yes
[shaderapi] m_HDRType: HDR_TYPE_FLOAT
[shaderapi] m_pShaderDLL:
[shaderapi] m_bNeedsATICentroidHack: no
[shaderapi] m_bDisableShaderOptimizations: no
[shaderapi] m_MaxSimultaneousRenderTargets: 8
[shaderapi] m_bPreferZPrepass: no
[shaderapi] m_bSuppressPixelShaderCentroidHackFixup: no
[shaderapi] m_bPreferTexturesInHWMemory: yes
[shaderapi] m_bPreferHardwareSync: yes
[shaderapi] m_bSupportsNPO2Textures: yes
[shaderapi] m_bUnsupported: no
> fps_max
[engine] "fps_max" = "200" ( def. "400" )
[engine] archive
[engine] - Frame rate limiter
> fps_max_menu
[engine] "fps_max_menu" = "120"
[engine] archive
[engine] - Frame rate limiter, main menu
> find vsync
[vstdlib] "mat_triplebuffered" = "0"
[vstdlib] - This means we want triple buffering if we are fullscreen and vsync'd
[vstdlib] "mat_vsync" = "0" min. 0 max. 1
[vstdlib] - Force sync to vertical retrace
[vstdlib] "panorama_vsync" = "1"