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Hi, 

It seems to run better when windowed and at a lower resolution than the native one (2560*1440). Tried with 1920*1080 and I couldn't notice frame drop at all.

It's kinda weird as the GPU wasn't complaining at all when playing full screen @ 2560*1440... Anyway, if windowed with lower resolution makes the deal, so be it... 

Thanks for your time! 

Best regards

Yes that is weird. I'm glad that running it at lower resolution helped as a sort of workaround at least.

Best Regards

(2 edits)

Hi,

I have the following setup:

. Intel i3-7100 (GPU: HD630), 16GB

. Ubuntu 16.04 LTS

. Starting Freerider_recharged from a ramdisk with nice -20

. Resolution: 1360x768

. Game settings: lowest quality; motion blur off

From what I can tell by looking at intel_gpu_top, I have a GPU utilization of max. 60-70 percent. Yet I loose frames randomly and it seems that I do not have 60fps.

I was about to buy a RX560 (2-3times faster) or RX570 (5-6 times faster), but this thread makes me wonder.

Am I GPU limited with a 70% GPU utilization? Is there a way to show the frame rate and lost frames in game?

Could you provide some hardware guideline (CPU,GPU, expected frame rate)? For example, I would like to know if I could expected 60fps with my hardware and settings.

Best regards.


Edit: With -screen-width 800 -screen-height 450, it's basically the same issue.

Edit2: parking and dessert works relatively good; rocks and forest are bad

When I run "sudo intel_gpu_top -s 20000 -o gpu.txt" while playing the game, the game is relatively smooth. Not sure about the parameters though, but measuring GPU utilization with intel_gpu_top makes the game run smooth.

(Check points still tend to micro freeze; in particular the appearance of the next check point, to be precise).

I suspect it is the CPU usage. That would explain why you have the same problem when running at lower resolution, and, that the problem is worse close to gates. In the latest versions of Recharged I doubled the physics update frequency,  which makes the physics more accurate and more responsive, but is also makes it more demanding on the CPU. It is strange that it runs better when you measure the GPU usage though. Let me know if you manage to figure out anything more.

(1 edit)

I use an Intel i3-7100, released in 2017, 3.9GHz, 3MB L2 cache, dual core with HT (4 threads)

Over 95% of the time, all 4 threads are more than 70% idle. Only occasionally, one of the four threads drops to 40-50% idle.

After starting the program, the micro freezes (or frame drops?) during passing a gate occur only max. once per gate. Also, I have to pass the gate relatively fast. The issue is present in "forest" but I do not notice it in "dessert". There is no issue, when I pass the gate a second time.

It is possible that all this has to do with using an integrated graphics card (resides inside the CPU) or with some Intel driver in particular.

Edit: This post describes the situation during measuring the GPU utilization. Without measuring GPU utilization, forest is unplayable.

Do you mean that you notice it during Timed race?

Or, do you notice the micro freezes even when passing through a gate normally (Without times race turned on) ?

(1 edit)

> Do you mean that you notice it during Timed race?

Yes, but only in the first round of the first timed race.


> Or, do you notice the micro freezes even when passing through a gate normally (Without times race turned on) ?

No.

PS: IMHO, this (micro freeze at the gates in the first round of the first race) is no big deal.

Thank you for the information. I don't have a solution for this at the moment but I will keep it in mind and try  to think of some way to fix it.