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 Post subject: Re: Weird game play and bugs
PostPosted: Thu Aug 25, 2011 5:55 pm 
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Joined: Fri Aug 19, 2011 4:02 pm
Posts: 9
hmm... well now a whole new problem seems to have been introduced.

there's like a pulsing feeling, no noticable frame drops... but while swinging on a rope the worm looks as if he is accelerating and decellerating maybe 2 times per second; it no longer looks like a pendulum motion... it's very weird actually, it's like a pendulum swinging past a magnet.. momentarily getting faster, then slower.
This happens regardless of VSync setting.


as for the render delay issue, that's still there when VSync is on.


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 Post subject: Re: Weird game play and bugs
PostPosted: Fri Aug 26, 2011 4:13 pm 
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PX Developer

Joined: Mon Aug 17, 2009 12:01 pm
Posts: 91
Ok, i've made everything toggleable in latest update. Try with the following options :
Code:
VSync=1
TripleBuffering=0
Framelimit=1


Also check your video drivers control panel, try reducing "Maximum prerendered frames" (if you have NVIDIA, i don't know names of that options for ATi, but they should be there too)


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 Post subject: Re: Weird game play and bugs
PostPosted: Fri Aug 26, 2011 7:45 pm 
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Joined: Sat Nov 27, 2010 12:59 pm
Posts: 346
Undefined wrote:
StepS wrote:
(btw I'm using WormKitDS).

And what does it change
Add in your signature that you use all Kawoosh modules Image

that's not the thing I meant.
WormKitDS is better because no external EXEs are needed at all. Using external EXEs leads to problems very often (typical example: replay watching), as well as the transition control, it's sometimes hard to synchronize WormKit with WA and optimize for apps which require the game's executable. Don't go offtopic and don't say things if you don't really know what do they mean. Thanks.


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 Post subject: Re: Weird game play and bugs
PostPosted: Fri Aug 26, 2011 7:59 pm 
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Betatester

Joined: Wed Oct 07, 2009 8:21 pm
Posts: 73
Location: my home
I perfectly know what WormkitDS does, but PX is loaded, WormkitDS has done its job, it shouldn't cause any lag problem.

inb4 2 latest posts deleted :mrgreen:


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 Post subject: Re: Weird game play and bugs
PostPosted: Fri Aug 26, 2011 8:16 pm 
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Joined: Fri Aug 19, 2011 4:02 pm
Posts: 9
OK!!

The FrameLimit option when set to anything other than 0 seemed to be causing the 'pulsing' issue already described.

after googling, "Maximum prerendered frames" is not an option in the ATI control panel, but it is configurable with a 3rd party app called ATI Tray Tools under the name "Flip Queue Size".
I played around with this, and eventually changed it from 'Undefined' to 1, the other options (0 & 2-5) made the rendering lag even worse.

My current configuration is:
Windowed=0
AAState=0
VSync=1
TripleBuffering=0
Framelimit=0

wih FQS set at 1

All is now working for me as it should.
thanks Entuser.


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 Post subject: Re: Weird game play and bugs
PostPosted: Fri Aug 26, 2011 8:21 pm 
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Joined: Sat Nov 27, 2010 12:59 pm
Posts: 346
SiD wrote:
Framelimit=0

I definitely agree, this option solved lags on my side when I put it on 0 (yes, undefined). Why did we need the framelimit at all.


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 Post subject: Re: Weird game play and bugs
PostPosted: Sat Aug 27, 2011 6:27 am 
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PX Developer

Joined: Mon Aug 17, 2009 12:01 pm
Posts: 91
Quote:
I definitely agree, this option solved lags on my side when I put it on 0 (yes, undefined). Why did we need the framelimit at all.


It's 0 by default, and famelimit was introduced in recent updates for testing.

Thanks for feedback, SiD


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 Post subject: Re: Weird game play and bugs
PostPosted: Mon Aug 29, 2011 10:48 pm 
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Joined: Mon Aug 29, 2011 12:28 am
Posts: 11
I too had the same feeling...... what worked for me was, my install settings made AAState=1.........which after
changed to 0 , was perfect.
Try it.



PX.ini

To edit Project X settings, go to the main Worms Armageddon directory and open PX.ini in Notepad (or any other text editor).
Here is a clean PX.ini file :
[PX]
GameLogging=1
SchemeName=default.pxs
AAState=0
Windowed=0


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