Call of Pripyat, Performance Patch

Dracon M'Alkir

Vault Senior Citizen
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I found that the popular FLOAT32 modification for Stalker-SHOC was ported over to Clear Sky.

I tested the shader on Call of Pripyat, and found that framerates had tripled from 60 to 180 on full MSAA and Anisotropic.

The old third-person binds for Stalker-SHOC also work in Call of Pripyat.

Code:
bind cam_1 kAnything [First Person]
bind cam_2 kAnything [Third Person Follow]
bind cam_3 kAnything [Third Person Freecam]
bind cam_zoom_in kAnything [Zoom-in]
bind cam_zoom_out kAnything [Zoom-out]

Since the Float32 official website is down, I've decided to rehost the shader with a free hosting service.

http://rapidshare.com/files/358230493/Float32v0_5CS.zip.html

Try it out with your game and see if you don't get better framerates. Also, make sure to edit fsgame.ltx and change the gamedata line from "false| true" to "true| false".
 
Dracon M'Alkir said:
I tested the shader on Call of Pripyat, and found that framerates had tripled from 60 to 180 on full MSAA and Anisotropic.
That sounds like a pretty utopian framerate increase to me. Are you sure it didn't turn off the dynamic shadows or reduce the visual quality in some other way?
 
while 180 fps is cool and all, you can't even see any changes above 60 fps so I really don't see the point of messing around with this, except for being able to come online and let people know you have 180 fps...
 
aenemic said:
while 180 fps is cool and all, you can't even see any changes above 60 fps so I really don't see the point of messing around with this, except for being able to come online and let people know you have 180 fps...

I believe this is not about actual framerate, but giving yourself a comfort zone when the game has to load something into memory - STALKER has a nasty habit of choking on that.
 
Yes...

My framerate varies from 19 ( damn sunrays ) to 130 ( everything on highest, DX10, 1920*1200 ) with an average around 50.

Maybe these shaders can help with that...
 
aenemic said:
while 180 fps is cool and all, you can't even see any changes above 60 fps so I really don't see the point of messing around with this, except for being able to come online and let people know you have 180 fps...
That's bullshit.

People DO get benefits from above 60 fps.

Ever seen a screen with 60hz, 75hz and 100hz? The difference is visible to most, if not all humans.

This "oooh, humans can't see more than 60fps" bullshit is really growing to retarded proportions. So has the "oooh, humans can't see more than 30fps" version... The only environment where that might a slightly relevant is movies, but as soon as you get into interactive environments, more is better.
 
I only get lag when I film with Fraps. I might check this out, could resolve this issue.

Any confirmation whether it affects graphics quality?
 
Ever seen a screen with 60hz, 75hz and 100hz? The difference is visible to most, if not all humans.

True, but it's pointless to have more FPS than your screen refresh rate. I sure feel the difference in my old CRT if I put it in a low resolution(in 800x600, it allows up to 85 HZ). You should always VSync the game if your average FPS are above the monitor's refresh rate, otherwise you'll get 2 or more frames rendered in-between the vertical traces, wasting and heating up the GPU for nothing :(
 
samothethief said:
True, but it's pointless to have more FPS than your screen refresh rate. I sure feel the difference in my old CRT if I put it in a low resolution(in 800x600, it allows up to 85 HZ). You should always VSync the game if your average FPS are above the monitor's refresh rate, otherwise you'll get 2 or more frames rendered in-between the vertical traces, wasting and heating up the GPU for nothing :(
That's not actually true either. More is fine, less is troublesome. The problem there is FPS dips. The mindset of "60 fps is enough" will lead to thinking 60 fps on average is enough, but an average is an average. You need to prevent dips below 60fps if you can for smoothe gaming.

And without Vsync, you might get an uglier unsync'ed picture, but it also might show you more info. Vsync causes longer waits (in the ms range, ofc), but everything helps in an online FPS or something like that.
 
I don't know if I made my point well before, my explanations sometimes come out messy, but here's what I think.

He says he's having an utopian framerate of 180 FPS. If his monitor's refresh rate can live up to that(which it's rare, since most monitors at hi-res have low refresh rates), then it isn't a problem.

But, if his refresh rate is about 60 HZ or something less than his average framerate, he should turn VSync on. That way, the GPU will wait for the next vertical retrace from the monitor, and will show the backbuffer then, avoiding the tearing of the image.

In some games I made, turning VSync off will get you ridiculous framerates of about 400 FPS, but the game looked really lagged and clunky, because frames were being drawn inbetween the retraces, using the GPU at full speed for nothing.

Of course, VSync doesn't help much with framerates lower than your screen's refresh rate, so disabling it might be good if your GPU can't manage it.

I'm not promoting the mindset of 60 FPS is enough, if that's what you're thinking. It's amazing seeing 100HZ screens, it looks really smooth, and there are higher refresh rates nowadays.
 
Dracon M'Alkir said:
Back up your files and try it. It can't really hurt.

I dumped the file into the 'Gamedata' folder and...

it feels no improvement at all, or is there some sort of voodoo spell I need to make it work?
Also, how do you enable fps? :mrgreen:
 
zioburosky13 said:
Also, how do you enable fps?
Bring down the console and type rs_stats on. Then you'll get a load of info down the left hand side of the screen but iirc fps was the topmost numbers. In the original float mod for ShoC you had to also edit/replace the settings in your user.ltx file, I don't remember the CS version having a user.ltx with it.
 
Way to have an argument over nothing guys. I wanted to post this shader 'fix' in order to try to help people who might've been having some performance issues with Call of Pripyat. As we know, it's not the most optimized of engines, it is rather old, and all the dev-team has done to improve their engine was add on pretty DX9/10/11 effects.

While I was playing through CoP, as Mika had mentioned, I had severe memory leaks, and often times had framerates dip quite drastically for no apparent reason, and spike up well over their normal ranges.

The goal isn't 180 FPS, it's just to have the game treat your system reasonably, for the level of graphical demand (which should be low for this game as compared to others being released this year).

As per the side argument: [Article]
 
SuAside said:
aenemic said:
while 180 fps is cool and all, you can't even see any changes above 60 fps so I really don't see the point of messing around with this, except for being able to come online and let people know you have 180 fps...
That's bullshit.

People DO get benefits from above 60 fps.

Ever seen a screen with 60hz, 75hz and 100hz? The difference is visible to most, if not all humans.

This "oooh, humans can't see more than 60fps" bullshit is really growing to retarded proportions. So has the "oooh, humans can't see more than 30fps" version... The only environment where that might a slightly relevant is movies, but as soon as you get into interactive environments, more is better.

I was under the impression anything over 0 - 60 was a very noticeable increase, but anything higher was minute and difficult to notice. Still noticeable, but far less so. Obviously varies person to person.
 
Movies on film record a series of still images and play them back at a certain unvarying frame rate. 24 fps is enough to fool the human eye into thinking it is seeing fluid motion. That is where all this higher-frame-rates-don't-matter stuff begins. However, motion blur is present on plenty of the single frames in films.

In a game that can double the frames per second of movies (60 fps on a 60Hz monitor), you actually get more visual information, which is noticeable. Rather than one blurred frame of a guy spin-kicking, you get two non-blurred frames. (I'm going to leave added motion-blur effects out of this.)

The big difference which still remains between games and film is that film plays back at a metronome-steady pace. Games produce frames at a (sometimes wildly) varying pace. 60 fps can mean 45 frames in the first half a second and 15 frames in the second half second. This disparity can still be noticeable as stuttering or jerkiness. Frame rates higher than 60 fps can fill in these gaps, bringing everything back up to visually smooth playback. This remains true even when your monitor (60Hz) is only producing 60 unique frames per second. If the game is producing more than 60, it just helps guarentee that every time your monitor redraws, it has up-to-the-milisecond information to draw with. (The use of vsync was covered pretty well above. Basically, vsync is good if it produces a smoother experience or eliminates tearing, etc. It is better left off otherwise.)

To sum up: It doesn't really matter if the human eye can percieve a difference between 60 equally-spaced fps and 120 equally-spaced fps, because that isn't what's going on in games.

Misteryo
 
Dracon can you please upload the mod again? I really want to try it but your link only allows 10 downloads max and the limit is already reached :\ Anyone else cares to upload it too? The mod site is still down. Thank you
 
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