ValveSoftware / halflife

Half-Life 1 engine based games
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CS1.6 FPS low... #989

Closed neeboo closed 11 years ago

neeboo commented 11 years ago

Maybe I have an old video card. 8800gts with Q6600 cpu , running on Win7 64 bit.. with newest drivers..

The fps drops to 20 when I move my viewing angle to distance where people stick around.

Have tried all kinds of config setting...-nofbo -nomsaa ... lowend video option..everything..you name it..

maybe it doesn't support the dx9 card from last decade?

johndrinkwater commented 11 years ago

The 8800gts really should keep up on fps; could you supply more information please - attaching steam’s system information report. What video settings are you running the game on?

neeboo commented 11 years ago

Thanks for the reply.

Game setting: Res:1440X900/1280X800/800X600 renderer:OpenGl DisplayMode:WideScreen Low Video Quality Option:check.

Nvidia Setting: High Performence

PS: Tried several nvidia drivers version...nothing different

Here's my System Info Report

Processor Information: Vendor: GenuineIntel Speed: 2400 Mhz 4 logical processors 4 physical processors HyperThreading: Unsupported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Unsupported SSE41: Unsupported SSE42: Unsupported

Network Information: Network Speed:

Operating System Version: Windows 7 (64 bit) NTFS: Supported Crypto Provider Codes: Supported 311 0x0 0x0 0x0

Video Card: Driver: NVIDIA GeForce 8800 GTS 512

DirectX Driver Name:  nvd3dum.dll
Driver Version:  9.18.13.1422
DirectX Driver Version:  9.18.13.1422
Driver Date: 14 Mar 2013
Desktop Color Depth: 32 bits per pixel
Monitor Refresh Rate: 59 Hz
DirectX Card: NVIDIA GeForce 8800 GTS 512
VendorID:  0x10de
DeviceID:  0x600
Number of Monitors:  1
Number of Logical Video Cards:  1
No SLI or Crossfire Detected
Primary Display Resolution:  1440 x 900
Desktop Resolution: 1440 x 900
Primary Display Size: 20.00" x 12.52"  (23.58" diag)
                                        50.8cm x 31.8cm  (59.9cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 512 MB
Supported MSAA Modes:  2x 4x 8x 

Sound card: Audio device: Wave Out 2/3 (kX 10k2 Audio (35

Memory: RAM: 2046 Mb

Miscellaneous: UI Language: English Microphone: Not set Media Type: DVD Total Hard Disk Space Available: 362482 Mb Largest Free Hard Disk Block: 34185 Mb OS Install Date: һ?? 01 1970 Game Controller: None detected

ghost commented 11 years ago

could you launch the game with -dev -glext in Launch Options and show us console output?

neeboo commented 11 years ago

Console initialized. Base networking initialized. "sv_cheats" changed to "1" Initializing deltas Protocol version 48 Exe version 1.1.2.7/Stdio (cstrike) Exe build: 18:02:43 Apr 3 2013 (6005) 128.0 Mb heap GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 8800 GTS 512/PCIe/SSE2 GL_VERSION: 3.3.0 GL_EXTENSIONS: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage 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_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility 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_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_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_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_eSound Initialization Set primary sound buffer format: yes 2 channel(s) 16 bits/sample 11025 bytes/sec DirectSound initialized Loaded library demoplayer.dll. Loaded library core.dll. Creating fake network channel. Loaded library core.dll. DemoPlayer module initialized. Parsed 353 text messages WARNING: failed to locate sequence file global joystick not found -- driver not present

execing hw/geforce.cfg execing valve.rc execing language.cfg execing autoexec.cfg execing violence.cfg execing hw/geforce.cfg execing config.cfg warning: MP3_InitStream(29, media\gamestartup.mp3) failed "sv_aim" changed to "0" execing userconfig.cfg

neeboo commented 11 years ago

Tried various version of video driver today..nothing helps...

neeboo commented 11 years ago

Finally, I solved the problem.

It's not about graphic card, it's about CPU Here's the thing: When the cs is running, for the first 1-2 minutes, the fps's still stable. But if more than 3 people appear on your screen, and they are "moving", the fps starts to drop. After I've tried various way to find out the "graphic" problem, I think maybe it isn't the graphic card related. What if it's cpu related?

My CPU is Q6600 that contains 4 cores. Maybe win7 64bit or "hl.exe" itself doesn't support it very well. Somehow “hl.exe” is trying to use 4 cores to deal with the game-running, but the result comes bad.

What I do is: 1.Pull out the Task Manager while in game. 2.Find "hl.exe" in TM 3.Reduce the number of cpu cores it's using.

For comparison, I set the baseline at fps_max 100. I joined a server with 9 players playing. When a new round started, I quickly looked at other 4 team members, and watch the fps behaved. Here is the game performence with different number of cpu cores. 4 cores: Max-dropped from 100.5 to 20. 3 cores: Max-dropped from 100.5 to 45 2 cores: Stable at 100.5 ALL THE TIME 1 core: Max-dropped from 100.5 to 55

And the conclusion is that the game runs with quad-core cpu especially my Q6600 may cause the fps drops. When 2 cores applied to the game, it is smooth. More than that: over-computing.

neeboo commented 11 years ago

@MaxKorz @johndrinkwater Thanks for the reply, and send you guys to notice the solution I provide

johndrinkwater commented 11 years ago

So its an affinity issue?

neeboo commented 11 years ago

yup.sort of……