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Pt. 3 Optimization Maximization Intensification


Well I consider all this interesting, I can't get enough hardware and software tweakage. This is part three of the trilogy of articles focusing on competitive tweaks and optimization. Just kidding about the trilogy part, there will be one or two more articles before I finished with this series. If you missed the last two articles, please check them out HERE (1st) and HERE(2nd).

This is part 3 of the trilogy of articles focusing on competitive tweaks. Just kidding about the trilogy part, there will be one or two more articles before I'm finished with this series. If you missed the last two articles, please check them out here (1st) and here (2nd).


I apologize about the time between these articles. I've been incredibly busy with the merger of my team (pA) and SaGa, and keeping up with the ADK stream.




You should be familiar with the concept of input lag from my previous article. In the last article I mentioned a few software controlled variables that directly affect input lag and reduce the speed at which updated frames are displayed. One of the overlooked controllables of input lag has directly to do with frames per second (FPS). My philosophy on FPS is quite simple, "the more the merrier." Now the simple solution to increasing FPS would be to go out and buy a better computer, while this solution is effective it may not be necessary or budget friendly. The cheaper solution is to change graphics settings to limit the processing load on your computer.




Before we get more into FPS let me talk about monitors briefly (did i really say briefly? lol). If you're in the market for a new monitor you are going to want to read this (if you just bought one you might hate me). Modern monitors (mostly LCD) are entirely digital, therefore there is digital processing of each frame. This digital processing takes small amounts of time, and adds to the total amount of input lag in your setup. Note that LCD "response time" is different than monitor input lag, monitor input lag is the sum of LCD "response time" and digital processing time. CRT monitors are analog and have no pixel response time, no digital processing, and as a result no input lag. CRT monitors serve as useful tools to measure the input lag of LCD's. Compared to CRTs most LCD monitors display less than 2 frames (~33 ms) of input lag (remember? each frame is 16.66 ms for a 60hz monitor). There are some monitors however that demonstrate very high input lag (above 33ms / above 2 frames). If you're a casual gamer and haven't had any problems with input lag then keep doing what you're doing. But if you are the hardcore type looking to improve your game anyway possible you will want to investigate the input lag of your current model monitor (a google search is a good place to start).



One of the best ways to reduce input lag (by 8.33 ms) and improve image fluidity is to invest in a 120hz monitor. Most monitors are 60 hz, meaning they display 60 frames per a second (a frame every 16.66 ms). 60hz is more than adequate for watching movies, but in high speed first person shooter games it is definitely a disadvantage when compared to 120hz. I personally bought a Benq XL2420T, it's a 120hz monitor specifically designed for gaming. It has an "instant mode" to reduce digital processing and display the image as quickly as possible. If you're in the market for a monitor both the XL2410 and XL2420 are great (they aren't the best image, but certainly they are among the fastest), and are among a small amount of monitors specificly designed for gaming. The combination of a low input lag display and 120hz capability will give any player a serious advantage in terms of responsiveness.



This link is a great resource for finding sub 1 frame (less than 16.66 ms) input lag monitors as well as information about input lag.




http://shoryuken.com/forum/index.php?threads/sub-1-frame-hdtv-monitor-input-lag-database.145141/


(note the XL2410 was tested at 120hz with instant mode enabled compared to the XL2420T on default, this is the reason for the variation in times)


Wow all that about monitors, let's get back to video settings. Ideally you will always want to play at your monitors native resolution to avoid an additional processing by your gpu or monitor. Image scaling is a digital process that is typically performed by your monitor to display resolutions that are different from the native resolution, as a result this will increase input lag. In fact it's a good idea to go into your graphics control panel and make sure scaling is set to off if you are running your native resolution already.

Like I said before the more FPS the merrier. Some will argue that there isn't any benefit in getting FPS higher than your monitors refresh rate. I would argue against this philosophy... Just because your monitor can't display more than 60 or 120 FPS doesn't mean that your system isn't processing those extra frames. This extra processing allows your screen to get the most updated image possible with each refresh. If you are just getting your monitors refresh rate you are not compensating for time anomalies between frames and are likely to notice more screen tearing as a result. I personally don't my frames and believe it's the best choice overall for responsiveness, hit detection, and display fluidity.

I generally play on all low settings to squeeze out every last frame possible. As a competitive player eye candy is not something I care much about. The only exceptions to playing on low settings are options that will either increase ability to see enemies or have that have virtually no effect on frame rates. If you have FPS to spare (meaning you're consistently above your monitors refresh rate) I recommend enabling some level of anti-aliasing (2x or 4x MSAA). Anti-aliasing will help to smooth jagged edges of objects, and in doing so help with the distinguishing of player models from terrain objects. Do not enable post process effects like post process anti-aliasing (FXAA) or motion blur, from my experience they can increase input lag. Anistropic filtering is another great option to max out because it helps with the detail of objects in the distance and has virtually no performance loss (I recommend 16x with LOD bias clamped in control panel). Depending on your video ram you may be able to increase "texture quality" with only a 1-2 frame hit for better image detail (lower this setting back if you notice stuttering or slow texture loading). Mesh quality affects the view distance of many objects but can affect FPS somewhat substantially. I would only increase Mesh quality if the view distance is bothering you.


If you want to keep up with ADK-fL you can find us on TWL fLatline-Zebra and fLatline-Kobra, and CGL fLatline 8v8, fLatline 5v5, fLatline Zebra 4v4 and fLatline-Kobra 4v4. Also check out our adkgamers.com team page that will be updated soon. And don’t forget the ADK live streams- Elegy, 90N1NE, Dream. Let me know if you have question or add me on battlelog if you want to frag some time (Elegy-fL).

Till next time,

Sam "Elegy" Wright from team fLatline signing off.




21 Comments

Another great article!
Great stuff I was wondering when you'd talk about your monitor. :D
Another great slab of text by elegy :)

And I mean that in the kindest of manners!

As usual, superb job bro.

I expect more soon!
Awesome article man! And just in time - I'm in the market for a new monitor and had my eyes on that model.
Awesome article, time to go check my settings lol. I know for a fact that turning things off like motion blur might help, but I never checked it out.
Thanks again for the tips :)
Possibly an article on mouse settings for one of your next articles? It can make a major difference, and it's great hearing your input!
Great job Elegy, much appreciated! Personally I loved the discussion of CRT monitors, I'm seriously considering pulling my 20" out of the basement and plopping it on my desk, not ;-). I don't think the desk could handle it, the idea that some people might still use them is pretty hysterical too. I know that's not what you meant but the thought is funny lol.

Thanks man.

Possibly an article on mouse settings for one of your next articles? It can make a major difference, and it's great hearing your input!


Don't give it way ;P
Just to add, GREAT articles, also....the part 2 link doesn't work properly. It takes you to the first article.

Part 2
awesome article
I am confused with the whole 60hz vs 120hz.
So far I've heard people say its a big difference, and some say it makes no noticeable difference. :wacko:

I ended up just selling my 120hz Monitor to buy a 60hz and a new keyboard. Haven't noticed a difference in performance yet unless they were side by side. Even then, I didn't see much. No differences in my performance on BF3 either.
My Wife has a 120hz and I have a 60HZ, both Dell (her's is Alienware, so same thing).

It can improve performance as your monitor (barney style here) will run at 160 FPS vs 60. On TV's you notice a difference in Blueray and HD with action and sports. Less blur. As we play together a lot and side by side, I do notice a difference with less lag appearance. But nothing I would notice otherwise. A draw back is when your system runs very slow (50 or under FPS) you notice more lag and screen tear issues on her 120HZ then mine. With some game servers locking FPS to help lag/ping issues, we don't notice a difference, and one isn't better over another, but in servers that don't she seems to have a slight advantage.

But your refresh rate will lock your usable FPS to that refresh rate, so getting 500FPS on a 60HZ monitor isn't going to give you anything more a 100FPS will. So you have more room to turn up eye candy.
Even if your monitor can't display all of the frames that your GPU is rendering, you'll still get smoother looking visuals

Even if your monitor can't display all of the frames that your GPU is rendering, you'll still get smoother looking visuals

Yes, and you can turn up the Eye candy to get better visuals too instead of FPS as king.
Yeah, though I usually only go for eye candy in single player games. Having a massive FPS is much more advantageous than pretty visuals in MP.
Harder to see the enemies in certain games with the settings all the way up. But to each his own, I play MP on low, but usually turn AA up.
I play on low with high mesh and AA off.
this is a badass article, amazing work.
this series of posts was transformational for my BF3 game play. Was in the process of upgrading my system and added a new monitor into the mix, then adjusted the settings as suggested. Magic. thanks

this series of posts was transformational for my BF3 game play. Was in the process of upgrading my system and added a new monitor into the mix, then adjusted the settings as suggested. Magic. thanks


Just remember that BF3 is so customizable that any weapon combination will be successful. Most people don't know it but sometimes on Assault, just keeping an underslung rail and nothing attached makes a HUGE difference for your aiming. You can also try Foregrip and Flash Supressor on Engineer and the Support class. It will drastically improve your aiming a lot, not to mention spread.

So in short, Foregrip for close quarter situations and underslung rail + heavy barrel = tough combination (sometimes the heavy barrel is useless at long range for some weapons, takes time to get used too).

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