F5F Stay Refreshed Software PC Gaming Smaller frame sizes in LoL at 1440p using a new laptop

Smaller frame sizes in LoL at 1440p using a new laptop

Smaller frame sizes in LoL at 1440p using a new laptop

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TheKillerMomo
Junior Member
48
06-22-2021, 04:21 AM
#21
It's accurate to acknowledge that internet link is crucial, which explains why ping and latency are key factors in assessing game speed. However, I don't recall a specific game that directly connects framerate with server connection quality. League of Legends is an example of one such game.

This aspect is usually obvious from a visual standpoint. When frame rates decrease, the game can feel unstable, since FPS measures how many frames display to the player. Our perception can trick us into thinking a rapidly updating image sequence is smooth motion when it's actually just a series of stills. As the rate surpasses a certain threshold—necessary for tracking fast objects or maintaining fluid visuals—the experience shifts. This is why movies can run at 24 fps without complaints; they don't move as abruptly as video games, which require more frames to function smoothly.

On the flip side, server issues can still appear seamless, but they often stem from timing or synchronization problems. You might move quickly through a space, only to find yourself in a different location suddenly. The smoothness of movement and high FPS are preserved, yet the system must reconcile discrepancies between your location and the server's. This can result from poor internet speed or server lag, leading to noticeable delays or jitter. These issues can affect any game, but they tend to manifest differently depending on whether the problem is with the player's connection or the server's responsiveness.

User internet problems usually cause minor inconsistencies, like seeing a character enter a wall briefly before appearing elsewhere. Server-based issues, however, mean multiple players experience similar disruptions simultaneously. The impact varies based on network conditions and game-specific mechanics, such as how each game interprets player location versus server data.

I'm certain there are games that mistakenly linked server connectivity to FPS, but it's rare. In the industry, it's widely accepted that these elements shouldn't be directly tied. If a player's connection is weak, the game won't immediately update its visuals or respond to actions. Research shows that most online games operate at much lower FPS than what players typically experience.

A possible illustration of this link could be EVE Online, which intentionally slows down in-game time when processing complex calculations. This allows servers to handle large-scale battles more efficiently, reducing strain on the network. While this affects perceived speed, it doesn't compromise the actual FPS on your machine. The game effectively trades real-time responsiveness for smoother server performance.
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TheKillerMomo
06-22-2021, 04:21 AM #21

It's accurate to acknowledge that internet link is crucial, which explains why ping and latency are key factors in assessing game speed. However, I don't recall a specific game that directly connects framerate with server connection quality. League of Legends is an example of one such game.

This aspect is usually obvious from a visual standpoint. When frame rates decrease, the game can feel unstable, since FPS measures how many frames display to the player. Our perception can trick us into thinking a rapidly updating image sequence is smooth motion when it's actually just a series of stills. As the rate surpasses a certain threshold—necessary for tracking fast objects or maintaining fluid visuals—the experience shifts. This is why movies can run at 24 fps without complaints; they don't move as abruptly as video games, which require more frames to function smoothly.

On the flip side, server issues can still appear seamless, but they often stem from timing or synchronization problems. You might move quickly through a space, only to find yourself in a different location suddenly. The smoothness of movement and high FPS are preserved, yet the system must reconcile discrepancies between your location and the server's. This can result from poor internet speed or server lag, leading to noticeable delays or jitter. These issues can affect any game, but they tend to manifest differently depending on whether the problem is with the player's connection or the server's responsiveness.

User internet problems usually cause minor inconsistencies, like seeing a character enter a wall briefly before appearing elsewhere. Server-based issues, however, mean multiple players experience similar disruptions simultaneously. The impact varies based on network conditions and game-specific mechanics, such as how each game interprets player location versus server data.

I'm certain there are games that mistakenly linked server connectivity to FPS, but it's rare. In the industry, it's widely accepted that these elements shouldn't be directly tied. If a player's connection is weak, the game won't immediately update its visuals or respond to actions. Research shows that most online games operate at much lower FPS than what players typically experience.

A possible illustration of this link could be EVE Online, which intentionally slows down in-game time when processing complex calculations. This allows servers to handle large-scale battles more efficiently, reducing strain on the network. While this affects perceived speed, it doesn't compromise the actual FPS on your machine. The game effectively trades real-time responsiveness for smoother server performance.

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DelqnBG
Junior Member
9
06-23-2021, 02:19 PM
#22
I experienced the same issue!
Resolved it by following these steps:
1.) launch Intel Graphics Command Center
2.) in System -> Power -> plugged in: choose maximum performance and uncheck options mentioning "reduce the fps ..."
3.) reviewed all fps/power consumption settings in Intel Graphics Command Center
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DelqnBG
06-23-2021, 02:19 PM #22

I experienced the same issue!
Resolved it by following these steps:
1.) launch Intel Graphics Command Center
2.) in System -> Power -> plugged in: choose maximum performance and uncheck options mentioning "reduce the fps ..."
3.) reviewed all fps/power consumption settings in Intel Graphics Command Center

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CreePxSh0tz
Junior Member
45
07-02-2021, 04:27 PM
#23
I only have Wow as a reference, it only slows down when there are many other players or you raid. Otherwise its 100+ fps doesn't really matter; the resolution isn't very demanding on the GPU. lol it's also very light on GPU needs. *usually* it caps at 120fps in FFXIV online too. Only certain situations make it slow because it's online... not all the time.
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CreePxSh0tz
07-02-2021, 04:27 PM #23

I only have Wow as a reference, it only slows down when there are many other players or you raid. Otherwise its 100+ fps doesn't really matter; the resolution isn't very demanding on the GPU. lol it's also very light on GPU needs. *usually* it caps at 120fps in FFXIV online too. Only certain situations make it slow because it's online... not all the time.

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