Ensign
Join Date: Jun 2012
Posts: 17
# 71
08-25-2012, 01:59 PM
How do I see my frame rate?
Career Officer
Join Date: Jun 2012
Posts: 36
# 72
09-12-2012, 04:00 PM
I believe it's /showfps 1.
Ensign
Join Date: Nov 2012
Posts: 3
# 73
11-22-2012, 03:52 PM
So, since I can't create a new thread yet...

Since the install I have had constant stuttering every few seconds. My FPS can drop from 60ish (on lowest settings) to zero pretty frequently on a periodic basis when moving around.

The fact that I can still move the cursor around leads me to believe that it is a lag issue and not a hardware one, is there any way to confirm/address this?
Republic Veteran
Join Date: Aug 2012
Posts: 193
# 74
11-30-2012, 12:13 PM
I have also had many strange performance issues, mostly involving bursts of video lag, frame rate issues, etc since the onset of S7...
Lieutenant
Join Date: Aug 2012
Posts: 30
# 75
01-23-2013, 01:19 PM
Quote:
Originally Posted by colson15 View Post
I have also had many strange performance issues, mostly involving bursts of video lag, frame rate issues, etc since the onset of S7...
+1, i don't have any great machine, but sto worked nice until last season. now i have lags lags and lags
Ensign
Join Date: Feb 2013
Posts: 2
# 76
02-16-2013, 02:30 AM
If this thread still relevant? If so, I'd like to give a bit more clarification on a few points:


"Half Resolution," renders the game internally at half you chose resolution, then scales it up to whatever resolution you're running your monitor in. So if you are running @1680x1050, the engine renders the game @ 840x525 and then upscales it to 1680x1050.

"Monitor Vertical Sync," Vsync locks the framerate to the refreshrate of the monitor, it prevents tearing, but has some side effects. First, it can induce input lag, and second, if the engine doesn't utilise triplebuffering, then your fps will get cut in half if it drops below your refreshrate, so if your refreshrate is 60Hz, the game will lock your fps to 60fps, but if your fps drops below that, then it will crop all the way to 30fps, unless triplebuffering is used. For best performance, Vsync off is better. (Although the "Adaptive Vsync" option in the control panel for Nvidia cards is handy for this, it will use Vsync until fps drops under the refreshrate, then it will automatically disable Vsync to stop the fps drops.)

"Antialiasing," it doesn't "round off objects that are round," it smooths the edges of all objects in the gameworld, round or not, unless those objects are transparent, in which case you'd need to use SSAA or TSAA, not MSAA, or a good trade off is FXAA from the Nvidia control panel.

"Dynamic Lighting," it doesn't make things more vibrant per say, Dynamic lighting affects the game world and objects around it, creating shadows and lighting up objects that pass through it's field.

"Texture Anisotropic Filtering," Basically makes you textures look sharper, especially distant textures, takes away that smudgy, blurry look. Most graphics can run this these days with little to no performance loss, but it can make a fair difference to the image on screen.

"Screen-space Ambient Occlusion," it improves shading, calculates how objects cast their own realtime lighting/shadows based on the surrounding area, or not, it can have a real big performance hit though.

"Cinematic Focus," often called Depth of Field or DoF for short, tries to simulate the effect of focusing on objects in the foreground or background, blurring out the surrounding area.

"GPU Accelerated Particles" This does indeed offload particles to the GPU, but if you have weaker dual core or single core CPU and a better GPU, like from the last 3-4 years, you may be better leaving this on, as relieving the CPU of the workload could be more important.

"Reduced File Streaming," if you have plenty of memory, like 4GB+, then enable this to force the game to keep more data in system memory, this reduces load time and can reduce stuttering when the game tries to stream new information from the HDD. If your running STO from an SSD, this may make little difference.
Lieutenant
Join Date: May 2013
Posts: 33
# 77
05-22-2013, 11:56 AM
Quote:
Originally Posted by Archived Post View Post
This needs to be stickied, in my opinion.
Sticky Please, and suscribed

and hoping this UI setup can be added in game Slider : Performance
Survivor of Romulus
Join Date: Sep 2012
Posts: 488
# 78
05-25-2013, 04:13 PM
Quote:
Originally Posted by chadeuk11 View Post
If this thread still relevant? If so, I'd like to give a bit more clarification on a few points:


"Half Resolution," renders the game internally at half you chose resolution, then scales it up to whatever resolution you're running your monitor in. So if you are running @1680x1050, the engine renders the game @ 840x525 and then upscales it to 1680x1050.

"Monitor Vertical Sync," Vsync locks the framerate to the refreshrate of the monitor, it prevents tearing, but has some side effects. First, it can induce input lag, and second, if the engine doesn't utilise triplebuffering, then your fps will get cut in half if it drops below your refreshrate, so if your refreshrate is 60Hz, the game will lock your fps to 60fps, but if your fps drops below that, then it will crop all the way to 30fps, unless triplebuffering is used. For best performance, Vsync off is better. (Although the "Adaptive Vsync" option in the control panel for Nvidia cards is handy for this, it will use Vsync until fps drops under the refreshrate, then it will automatically disable Vsync to stop the fps drops.)

"Antialiasing," it doesn't "round off objects that are round," it smooths the edges of all objects in the gameworld, round or not, unless those objects are transparent, in which case you'd need to use SSAA or TSAA, not MSAA, or a good trade off is FXAA from the Nvidia control panel.

"Dynamic Lighting," it doesn't make things more vibrant per say, Dynamic lighting affects the game world and objects around it, creating shadows and lighting up objects that pass through it's field.

"Texture Anisotropic Filtering," Basically makes you textures look sharper, especially distant textures, takes away that smudgy, blurry look. Most graphics can run this these days with little to no performance loss, but it can make a fair difference to the image on screen.

"Screen-space Ambient Occlusion," it improves shading, calculates how objects cast their own realtime lighting/shadows based on the surrounding area, or not, it can have a real big performance hit though.

"Cinematic Focus," often called Depth of Field or DoF for short, tries to simulate the effect of focusing on objects in the foreground or background, blurring out the surrounding area.

"GPU Accelerated Particles" This does indeed offload particles to the GPU, but if you have weaker dual core or single core CPU and a better GPU, like from the last 3-4 years, you may be better leaving this on, as relieving the CPU of the workload could be more important.

"Reduced File Streaming," if you have plenty of memory, like 4GB+, then enable this to force the game to keep more data in system memory, this reduces load time and can reduce stuttering when the game tries to stream new information from the HDD. If your running STO from an SSD, this may make little difference.
This needs a much needed bump imo.
I'll give this new insight a try.
NO to ARC...Keep it in Beta

RIP KDF 2014-07-17 Season 9.5
Ensign
Join Date: May 2013
Posts: 5
# 79
05-29-2013, 12:43 AM
I have a pretty decent PC that can run the game with most setting son medium, yet whenever i spin the camera around quickly the frame rate spikes.

I tried turning everything off like it says in this guide but i'm still trying to figure out why it slows down when i turn the camera. Can anyone explain this to me a little?
Ensign
Join Date: Jul 2013
Posts: 25
# 80
07-12-2013, 05:23 PM
I just got a new laptop with a Haswell Processor and GTX 780M gpu. I figured that I would be able to run the game maxed out since it is a few years old but that is not the case. My FPS takes a big dive when i try to max everything.

Is anyone else running it on a 780m? If so what your FPS and graphical settings?
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