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10-26-2011, 10:03 AM #1
In game stutter
I have been getting a weird stuttering while in game, it is almost like vsynk is off (it isn't). Its starting to drive me nuts! I have a GTX260, i5 2500k, 8GB RAM, 1TB hd. Its not just MP I get the same thing happening in SP as well.
Will try to link video of it later (slow internet for uploading).



18th SFOD | Former Irregular
Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat. - Sun Tzu -
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10-26-2011, 10:25 AM #2
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Dumb question....if you have vysnc on but your card can't maintain 60fps (which is what its trying for I assume) what happens? I never use vsync so I am curious.
Sent from my Nexus S 4G using Tapatalk"I wake up in the morning and piss excellence"
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10-26-2011, 10:27 AM #3
Re: In game stutter
I'd be curious about that as well...I have vsync off, mostly because my computer is old and I turned everyone to off. I wonder if that is causing my stuttering as well.
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10-26-2011, 11:29 AM #4
Re: In game stutter
I haven't really compared it with vsync off, I will try that and see if that helps or not. I know what the easiest fix is of course, get an new GFX card. Wish it was that easy.
Edit: I have tried it with vsync off now and it was just as bad if not worse.Last edited by hil3illy; 10-26-2011 at 11:47 AM.



18th SFOD | Former Irregular
Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat. - Sun Tzu -
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10-26-2011, 02:15 PM #5
Re: In game stutter
I get the same stutter. It is annoying because it seems like it progressively gets worse. I will be fine when I first launch and then it slowly starts..almost like there is a memory leak somewhere? I had a similar issue with RO2 at first launch until they patched it.


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10-26-2011, 06:16 PM #6
Re: In game stutter
Same issue, GTX 260m.








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10-27-2011, 08:20 AM #7
Re: In game stutter
So I've messed around with the settings a bit and this is the final result
With this setup I am now getting of 55-60 fps in fraps, the stuttering in MP is less, of course that could be from the lag I was getting yesterday. SP is still horrible for the stutter, it got so bad I had to stop playing it because of the headache I was getting. Thankfully I didn't buy the game for the SP mode.



18th SFOD | Former Irregular
Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat. - Sun Tzu -
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10-27-2011, 09:56 AM #8
Re: In game stutter
Running out of video memory maybe?
I used to get something like the problem you guys are describing(at least 3 on this forum with the same family of cards) with a gtx460 in BC2 and it was an obscure system conflict that I never found a resolution to.|TG-12th| Namebot

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10-28-2011, 08:28 PM #9
Running out of vram. Google it and u will read lots about bf3 and it.
Sent from my Droid.






“Up, sluggard, and waste not life; in the grave will be sleeping enough!” Benjamin Franklin
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10-29-2011, 11:25 AM #10
Re: In game stutter
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02-22-2012, 01:41 PM #11
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Re: In game stutter
I get the same problem. FPS and ping remain steady and the game just begins to have strange mini-lags.
Have to switch weapons a few times before it registers and feels like you're running in mud half the time...can't enter corridors.
VRAM memory would be an issue except my 6970HD has 2gb of ram and they are far from full.
this issue seems pretty common but lacks any solution and EA won't even admit the problem exists.Last edited by Num43; 02-22-2012 at 08:10 PM.
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02-24-2012, 11:51 AM #12
Re: In game stutter
Install MSI Afterburner and monitor %GPU, memory usage and fps via OSD. Install BF3 settings editor and tweak some settings to try to diagnose potential issues with game settings. Make sure you disable Aero during gameplay.

I am using a Phenom 955 oc'ed with a radeon 5750 oc'ed and after a few ups and downs I can keep 60fps (1280x720) in almost all maps expect for oman.
P.S.: You can disable vsync and use one game variable to limit your fps to whatever you want.Quis custodiet ipsos custodes?
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02-27-2012, 02:11 PM #13


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Re: In game stutter
Vsync can do a lot of weird stuff, especially in moments when you are way over or way under the refresh rate of your monitor.
Firstly I would suggest a solid test with Vsync disabled.
Secondly I would turn Vsync on and then see if you can enable triple buffering.
Source - http://www.gamedev.net/topic/614066-...-time-to-time/Triple buffering is fairly simple for a driver to do, you can force it in D3D using dxtweaker aswell.
To use Triple buffering in D3D you only need to set up a 3 buffer swapchain using swapChainDesc.BufferCount = 3, after that you can forget about it. Render Targets are not needed for this.
When you swap the buffers the driver shouldn't have to copy the content of the backbuffer to the frontbuffer, it should simply switch it so that the backbuffer becomes the frontbuffer and do rendering in the old frontbuffer. (If you run in Windowed mode there has to be a copy though)
Basically with double buffering you have:
Buffer1 (front)
Buffer2 (back)
You'll render your first frame to buffer2 and when you call present it will stall until the rendering is complete and then wait for a vblank, when it hits it will switch so that Buffer2 becomes the frontbuffer and is displayed while Buffer1 becomes the new backbuffer and your rendering will be done there.
With triple buffering you'll instead have:
Buffer1 (front)
Buffer2 (back)
Buffer3 (back)
There are basically 2 ways these 3 buffers can be used:
1) a swapchain where rendering is done to the 3 buffers in a fixed order and swaps will stall if both current backbuffers contain undisplayed frames. (Less GPU usage, higher percieved input latency(since you'll be displaying the frame you rendered 2 swaps ago instead of 1 swap ago it will take ~33.3ms for the player to see the results of his actions instead of 16.6ms) but you shouldn't get the spikes you might get with doublebuffering since a frame should always be ready and dropping below 60fps won't automatically result in 30fps but can allow you to sit at a stable 55 fps)
2) instant swaps between the 2 backbuffers overwriting undisplayed frames if necessary and swaps the inactive backbuffer(which contains the latest completed frame) with the frontbuffer when a vblank occurs. (Very high GPU usage (unless you're cpu bound), no extra input lag and no freezes, framerates can become higher than the monitors refreshrate even with v-sync enabled (extra frames are just tossed away though))
More info on how Vsync and Triple Buffering interact
http://forums.whirlpool.net.au/archive/1717786
Key points to note from the above article.
I have messed around with triple buffering in the past, but not in BF3, with interesting results. Something to try when you have eliminated other potential bottlenecks etc.VSync and Triple Buffering
- VSync eliminates screen tearing.
- VSync caps your framerate to your monitor's refresh rate. Most monitors are 60hz, which means a framerate of 60 FPS.
- Your framerate being capped to your refresh rate does not automatically result in a reduction in smoothness. Without VSync, any excess frames that cannot be displayed by your monitor are simply discarded.
- Enabling VSync by itself can result in drastic framerate dips. If your PC cannot sustain 60 FPS it will drop down to 30 FPS with nothing in between. If your PC cannot sustain 30 FPS it will drop to 15 FPS, and so on.
- Triple Buffering exists to eliminate these framerate dips.
- The Triple Buffering tickbox in GPU driver settings only works with OpenGL games. The vast majority of modern games use Direct3D.
- In order to enable Triple Buffering in Direct3D games that don't support it natively you will need to use a third party program; either D3DOverrider or RadeonPro.
- If you're using VSync with Triple Buffering and a game has an option to cap the framerate, it's best to set the game to render at 60 FPS. This can solve some rendering bugs with some (badly designed) game engines.
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02-29-2012, 04:48 PM #14




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