1000 FPS in CS:GO????

Sdílet
Vložit
  • čas přidán 2. 06. 2024
  • This video contains a paid promotion for NordVPN. Get the deal here ➡️ nordvpn.com/kliks . It's risk-free with Nord's 30-day money-back guarantee! ☝️
    What is a VPN? nordvpn.com/what-is-a-vpn/
    I have a super-fast mega-PC. Let's use it to stare at the ground in CS:GO to see if I can reach 1000 FPS!
    CPU: Intel i9 13900k
    GPU: Geforce 4090
    RAM: 2x32 GB DDR5 5600 Mhz
    0:00 - Unlocking your PC's potential
    2:09 - What about efficiency instead?
    4:16 - What about framerates instead?
    6:03 - High FPS BUGS???
    8:58 - Low settings?
    9:41 - Highest framerate corner in CS:GO?
    13:46 - Pushing the highest higher
    15:05 - Pushing the highest high even higher?
  • Hry

Komentáře • 1,1K

  • @whitenat
    @whitenat Před rokem +1586

    3kiliks: *has the most powerful computer and the most FPS*
    also 3kliks: *stares at a low resolution corner without moving*

    • @Franshela
      @Franshela Před rokem +30

      Well, yeah... His objective was to get the highest fps so that makes sense

    • @EverythingPS5Pro
      @EverythingPS5Pro Před rokem +17

      Impressive how the rich do gaming 😭👏

    • @white_mage
      @white_mage Před rokem +22

      hes living the dream

    • @uncleurda8101
      @uncleurda8101 Před rokem

      kiliks

    • @JAnx01
      @JAnx01 Před rokem +1

      @@Franshela no shit?!?

  • @existentialselkath1264
    @existentialselkath1264 Před rokem +3423

    You can officially hit 4090fps on a 4090

    • @schmobot
      @schmobot Před rokem +235

      I can do 1080p on my GTX 1080, which is almost as impressive

    • @mouf32
      @mouf32 Před rokem +79

      @@schmobot that's not 1080 fps silly goose.

    • @Hoppp4848
      @Hoppp4848 Před rokem +116

      @@mouf32 p is practically the same thing as fps

    • @flintfrommother3gaming
      @flintfrommother3gaming Před rokem +58

      ​@@Hoppp4848 What in the name of the tech degen

    • @Hoppp4848
      @Hoppp4848 Před rokem +98

      @@flintfrommother3gaming Y'know, p has a p, fps has a p, therefore: p and fps is one and the same, end of disscussion

  • @trulyinfamous
    @trulyinfamous Před rokem +893

    I enjoy how your videos include subtitles. I never noticed them, but I always enjoy when creators go through the really not that great amount of effort to make them. Too many CZcamsrs, even educational ones, don't have any subtitles on their videos in any form. It's really annoying because it's a bit time consuming but not that hard. For the accessibility it provides the amount of work is worth it.

    • @mythdecker6923
      @mythdecker6923 Před rokem +76

      I always thought the auto generated subs on philip's videos are pretty good, until one day i noticed some notes sprinkled in the subs by philip, just makes it easier to understand for non native english viewers.

    • @fazejohncenachristogamerfaze
      @fazejohncenachristogamerfaze Před rokem +6

      I also do. It makes the video so much more qualitative.

    • @Ultra289
      @Ultra289 Před rokem +4

      Yeah, even though CZcams auto subtitles arent as bad as I though it would be

    • @unfa00
      @unfa00 Před rokem +5

      Probably the best way to do subtitles on YT is let it do them for you, download and tweak them, then re-upload. It's still quite a bit of work depending on how long the video is.

    • @rgvozdikov
      @rgvozdikov Před rokem +1

      Yeah, it is much easier to watch videos with subtitles, even with so good speech

  • @Kuba295k
    @Kuba295k Před rokem +877

    We all know that this is just Philip's way to flex with his brand new RTX 4090 gpu.

    • @EverythingPS5Pro
      @EverythingPS5Pro Před rokem +16

      Yes 👏👏 and am here for it 🔥

    • @ecclesman
      @ecclesman Před rokem +27

      tbf you would too if you had cutting edge, unreleased hardware.

    • @calsta619
      @calsta619 Před rokem +1

      And to make a sponsored video about it to offset the cost of buying one

    • @putinstea
      @putinstea Před rokem

      I don't understand. He alluded to it being temporary. Maybe he is borrowing it from a friend?

    • @LSK2K
      @LSK2K Před rokem +3

      It's not just the GPU. It's the entire specs. It's the top of the line of the top of the line.

  • @Saymite
    @Saymite Před rokem +186

    As someone who used to write and maintain TF 2 config files I'm not surprised at all by these results.
    While I was limited to sv_pure restrictions , obtaining 1000fps was a trivial task on 4th gen Intel CPUs, of course this was on a empty map staring into the wall, on an actual competitive match, 9v9 the frame rate would easily be reduced to a third, still it was really entertaining to see how low, or high, depending on the perspective, the game could go.
    Also LOD biasing the game to look like Minecraft is always a treat.

    • @huttyblue
      @huttyblue Před rokem +12

      TF2 vs CSGO is an interesting case, as TF2 has alot more going on that would bog down the cpu, where as CS:GO is heavier on the rendering side with its shadow system. Although these differences are really only noticeable in 2010s era hardware. I wonder how high of a stable framerate a philip's cpu could handle staring across mid on a full 32 player hightower server.

  • @callumcuda7903
    @callumcuda7903 Před rokem +12

    A little late to the party but I didn't see anyone in the comments talk about the fixated frame rate numbers at 10:43 so here's my best guess. The numbers are all fractions of 4096. The simple ones are the powers of two; 2048 and 1024 which are just 4096/2 and 4096/4 respectively while the other numbers are just the closest integers to the fractions 4096/3 and 4096/5. For example 4096/5=819.2.
    My theory for why this is happening is something along the lines of the game measuring frame times in 4096ths of a second. If a frame
    takes say 3 of these ticks to render, then the game sees this as a time of 3/4096 seconds which equates to 1365.33 frames every second. The calculation must be more complicated because you're getting fps numbers that aren't just fractions of 4096 but I would guess that at some point during the process it's doing something like what I described and then perhaps averaging over several frames to get the final number but it's worth more investigation.
    I don't think the paper has anything to do with the phenomenon. It just happens to also be looking at integers that are close to fractions of 4096. Essentially what it's describing is taking the numbers from 0 to 4095 inclusive and then putting them into a certain number of boxes. you can see how this would result in the same numbers as you're getting because if you're trying to equally split these 4096 numbers into five boxes, you're going to get 819 in four of the boxes and 820 in one of them. That is what's displayed in the table which shows how many numbers are in each box when you split 4096 into anywhere from 2 to 10 boxes (It's a little confusing because the number m on the side is the number of boxes minus one.)
    Edit: SOLUTION!!! The game seems to measure frame times in 65536ths of a second. When pausing your video and doing a bit of math I realized that all of the fps figures were fractions of 2^16 or 65536. This leads to the same the same math as before except this time a frame rate like 1376 corresponds to 65536/48 but it also explains all the other frame rates that the game can display like 1820 which is 65536/36. The reason these frame rates are sticky is that once you get to 2000+ fps the difference between the game taking say 32 ticks to render and 31 is a difference in the displayed frame rate of 66+. This means that if the real frame rate is holding steady at 2500fps plus or minus 100 then the only three possible frame times that the computer can see are 25, 26, or 27 65536ths of a second which it calculates as 2621, 2520, or 2427fps and so the 200 possible real frame rates get compressed down into only 3 that the computer can display. This isn't a problem at lower frame rates because at less than 256fps the difference between displayable frame rates is less than 1 frame per second.

  • @TrueKyanite
    @TrueKyanite Před rokem +403

    Looks like Valve is gonna give you a special thanks in the next patch notes

    • @hqwizard
      @hqwizard Před rokem +50

      i think it's something do to with the engine, so it's unlikely to be fixed

    • @scottmcqueen3964
      @scottmcqueen3964 Před rokem +70

      @@hqwizard They can just limit the fps to 999 on official servers.

    • @hqwizard
      @hqwizard Před rokem +5

      @@scottmcqueen3964 yeah i guess they just could not let the game run faster than a thousand fps for the time being

    • @boogameow
      @boogameow Před rokem +24

      @@scottmcqueen3964 It's not an problem though? When he tested it on an actual server, it was noticably teleporting him back since CSGO uses good networking techniques. By this logic, the speed hack will only ever work on local servers you're hosting so it's not really an issue.

    • @fitmotheyap
      @fitmotheyap Před rokem +19

      @@boogameow that's the issue
      They need to fix it so you don't get teleported back(and walk at the correct speed)

  • @Lucavon
    @Lucavon Před rokem +41

    Assumption about the speedup:
    Probably caused by the way source calculates delta time. Delta time is used to ensure that physics (movement etc) are not bound to the FPS, but to the ticks instead, while also allowing higher FPS than the tickrate.
    In this case, I assume that the original assumption was that a frame wouldn't ever be generated faster than 1ms (1/1000 sec --> reached at 1000fps), so the developers probably divided the value by 1000 to turn it into ms somewhere along the way.
    Assuming 1500 FPS, we have 1500fps / 1000ms = 1.5.
    Since the original code was written under the assumption that 1000fps would never be reached, this operation, fps/1000, would always result in a value below 1.0.
    Now here's why a value above 1.0 is significant: delta time is usually used by multiplying vectors (e.g. your movement direction and speed) with the delta time. Since this is usually below 1, if the delta time is for example 0.5 (right in the middle between two ticks), the game would multiply your movement vector with something below 1 and thus emulate a "partial tick", putting you somewhere between where you were at the last tick and will be at the next tick. From the previous example, 0.5 would put you in the middle between those 2 positions.
    Now, if that value, which was assumed to be below 1, happens to be something like 1.1 due to them doing 1100fps/1000, this means that at some point betweem the two ticks, you will actually have surpassed the point you were supposed to be at at the next tick.
    This is just my assumption based on knowledge I gained while programming a few small games, and it may be wrong. Still, this explanation makes sense to me.

  • @Citiesinmotionplayer
    @Citiesinmotionplayer Před rokem +164

    I'm a verifier for Portal on srdc, and one time someone actually submitted a run that had the game running at over 1000 fps. it appears that framerates higher than 1000 actually cause the tickrate to increase, going from Portal's default 66.67 to over 100 ticks per second. Needless to say we didn't accept that run :p

    • @plebisMaximus
      @plebisMaximus Před rokem +17

      So we're getting to a point where you can't run if your computer is too good lol. I wonder how we're going to deal with that in the future.

    • @NovaStrike118
      @NovaStrike118 Před rokem +46

      @@plebisMaximus framerate caps. If your pc is really good, then 120 fps or 240 fps limit should be good enough.

    • @Old_Ladies
      @Old_Ladies Před rokem +15

      @@NovaStrike118 and you really don't need to run much faster than your refresh rate anyways.

    • @plebisMaximus
      @plebisMaximus Před rokem +5

      @@NovaStrike118 Yea, don't know how I didn't think of that.

    • @keppycs
      @keppycs Před rokem +7

      @@Old_Ladies this is just not true, unless we're talking very high refresh rates

  • @Skylarr
    @Skylarr Před rokem +175

    I'd bet the game running faster than intended is something to do with delta time values between frames. If they're only tracked to 3 decimal places, the minimum would be 0.001, but at above 1000 fps this might be rounded to 0 in some cases, which would mean the game thinks no time has passed between one frame and the next, and might skip ticks to "catch up", since it thinks it needs to, or something like that.

    • @VideoklipBG
      @VideoklipBG Před rokem +12

      I would be guessing that it's some floating point arithmetic error too, but it might even be Windows being Windows.
      As far as I know in some languages like Python one of the time library functions is limited to resolution of about a millisecond, and that might have to do with HPET or some internal timer implementations of the Windows API. I'm not a low-level C programmer though, so someone with more experience could maybe explain what's going on.
      Regardless, after a quick test in Python 3.10 I get relatively consistently 0.00099706649 seconds (0.99706649 ms) per step in a loop. This isn't close to 0.001 ms, but might still affect the game engine since 1000 ms / 1000 frames = 1 frame every millisecond.

    • @VideoklipBG
      @VideoklipBG Před rokem +1

      @Based Madara Using time.perf_counter and time.perf_counter_ns I can get it down to ~500 ns which is great for Python, but it gets it from the OS and it's the process time, not system time. time.monotonic returns very accurate and stable value, but the resolution on Windows is about 16 milliseconds.
      Although I'm guessing game engines use way more accurate methods for time-critical functionality, lots of games nowadays break completely with high polling rate mouse sensors or even the very widely used 1000 Hz which is baffling to me. At the very least devs should ensure that high framerates or huge frame time variations don't cause unfair advantage or stuttering.

    • @Fattts
      @Fattts Před rokem +3

      I have no idea why or what the technical details are, but I do know that this is a problem from old DOS games where the original software was designed for a slower processor, the devs didn’t account for the future, and now your game runs 2000 times faster than it should because of everything being built on the CPU/GPU response time clock

  • @1337Dennis
    @1337Dennis Před rokem +83

    I've been waiting for this moment for a long time. Ever since I surpassed 40 fps by upgrading laptops, I've wondered how far we can go. Congrats on cracking 1000 fps!

    • @cakedon
      @cakedon Před rokem +22

      MANS GOT 4000 AND YOURE CONGRATULATING HIM ON REACHING A FOURTH OF THAT

    • @EctoGamer
      @EctoGamer Před rokem

      @@cakedon didn't watch the full vid probs

    • @1337Dennis
      @1337Dennis Před rokem

      czcams.com/users/clipUgkxUrJjH-jMS4W85S_nI9ebL5Ws1hOfsRNj

    • @BidoMaggot
      @BidoMaggot Před rokem

      help

  • @TREVXXXR
    @TREVXXXR Před rokem +19

    @13:13 For a 30 year old man, I laughed way too much to this part, poor cat!

  • @BlackBirdMax
    @BlackBirdMax Před rokem +60

    This video brought a smile to my face. You somehow answered questions I didn't know I wanted to know in the best and dumbest way. Thanks!

  • @octav5692
    @octav5692 Před rokem +29

    hey, wanted to tune in and let you know that the fps counter being weird and hovering around certain numbers is due to how CS internally calculates the fps it displays you. instead of doing it "properly" and counting how many frames are drawn it uses a rolling average which breaks at "higher" numbers due to the time between frames being so small it just can't hold that much info. a way more accurate fps counter would be the afterburner/rivatuner overlay thingy.

  • @JRPW
    @JRPW Před rokem +28

    Philip's gpu/cpu videos are so entertaining and more interesting than other tech channels. You focus on the less relevant benchmarks, but they are FAR MORE INTESTING! The power consumption was very interesting, thank E-Philip!

  • @Collin0
    @Collin0 Před rokem +57

    hardware releases this year are so disgustingly fast even high fps csgo has met its match

    • @plebisMaximus
      @plebisMaximus Před rokem +3

      Exciting time to be a computer person.

    • @griffin1366
      @griffin1366 Před rokem

      I would say 5 years ago

    • @OliverCaldwell
      @OliverCaldwell Před rokem

      @@griffin1366 I'm trying to work out the sweet spot for my next PC. Maybe a 3070, maybe Ti. Seems like most stuff after that is just overkill for anything I'd need for a while. The 4090 just seems silly.

  • @hi_its_jerry
    @hi_its_jerry Před rokem +9

    i generally dont care for ads, but i gotta admit that what Phil did here with the nordvpn ad read was pretty cool. he knows his audience and was able to turn it into something actually new and informative instead of the usual boring and repetitive script ever other youtuber follows

  • @CS2architecture
    @CS2architecture Před rokem +8

    The bar graph starting @5:26 is getting comical. I cannot believe the 1% low is still above 400fps... WITH 3840x2160. I bet moving your mouse on CSGO felt like butter while still enjoying the visual clarity of 4K. I cannot help but to envy.

  • @sapphyrusxyz
    @sapphyrusxyz Před rokem +28

    the speedup bug is probably caused by cl_clock_correction, setting it to 0 might fix it. unfortunately I don't have the hardware to test that tho

    • @z0176
      @z0176 Před rokem

      sapphyrus my love

    • @imperator3087
      @imperator3087 Před rokem +1

      uid issue

    • @0x225
      @0x225 Před rokem

      You can test this on css or older source games that you don't need the latest hardware to get this fps. I discovered this bug on CSS few years ago.

  • @Aelfraed26
    @Aelfraed26 Před rokem +5

    12:55 Took me a while to realize that my cat was staring at your cat

  • @therealwetwizard
    @therealwetwizard Před rokem +3

    13:13 Wow that was a master at work right there

  • @DTM1337
    @DTM1337 Před rokem +4

    Meow to your cat @ 13:03, confused me for a sec as thought it was mine behind me!
    Awesome video as always, glad you have such a beast of a PC also!

  • @willis936
    @willis936 Před rokem +3

    Thank you for making this. At my work I occasionally work with real-time control loops running at 10 kHz. I will suggest they start writing the algorithms in source.

  • @EverythingPS5Pro
    @EverythingPS5Pro Před rokem +13

    Its sad that V-Sync is enabled on console games and takes around 6-12fps per game, and it adds more then 10ms in latency, in games were you can preview it like in Rainbow Six Siege, I found that it runs at 4K maxed settings and it pushes 150+fps impressive for a console, but then again this game is not hard to run. 23ms with v-sync on, and 11ms with it off. The game felt more responsive and if VRR was enabled and DLSS 3 was available the experience would have pushed 200+fps. On a console. This was tested on a PS5.
    Cat scared by fart and weird FPS phenomenon was the high points! Thanks for the entertainment ❤️🥺

  • @MineXplayPL
    @MineXplayPL Před rokem +4

    The speed hack at more than 1000FPS can be caused by floating point rounding error - if the game calculates movement by multiplying moveSpeed * deltaTime (time between frames), then with so small values rounding errors occur and may prevent calculations from being done correctly.
    It's especially probable, because those rounding errors occur mostly at powers of 2 (1024, 2048, 4096) which are the numbers that FPS locks at

  • @randylahey3534
    @randylahey3534 Před rokem +3

    Your videos are borderline poetic, very nicely done!

  • @teensuicide9103
    @teensuicide9103 Před rokem +1

    Man i really keep appreciating your videos more and more

  • @jaymarvinmaglangit7956
    @jaymarvinmaglangit7956 Před rokem +2

    I never thought I'd be enjoying this video more than the videos for the games that I played. Thanks philip

  • @CastledCard
    @CastledCard Před rokem +6

    I'm still not used to Phillip having the state of the art tech because he played 4K games with a GTX 660 for the longest time lol

  • @MrCoosmiyn2
    @MrCoosmiyn2 Před rokem +9

    It would be interesting to see a follow up on the high fps speed bug. How does the game timer work, how does a bomb plan go? Bomb explosion? Just throwing some ideas out there.

  • @armanharutyunyan8619
    @armanharutyunyan8619 Před rokem

    The background music in your vids is great as always!

  • @user-tb8zt7wg4p
    @user-tb8zt7wg4p Před 9 měsíci +2

    I love that you are tech aware. All the youtubers, streamers, pro players dont know shit about components and pcs. You even mentioned the then upcoming x3d cpus which are now a thing and would totally make the fps higher.

  • @herrmagicnils3716
    @herrmagicnils3716 Před rokem +14

    OMG thank you philip 7:25 fixed my issue that i have when i join community servers. Thank you soooo much i actually though i could never fix this and i never though having to much fps breaks the game

  • @3.000ft
    @3.000ft Před rokem +3

    13:12 **FART** cat: what the bloody-

  • @DatMilu2K
    @DatMilu2K Před rokem

    The music hits hard in this one, well done!

  • @cheezitupp
    @cheezitupp Před rokem +1

    I’m so glad you did that steam deck bit idk why but I love sniffing the fan vents at the top lmao

  • @Car_D_Board
    @Car_D_Board Před rokem +3

    This video is so much more than the title. One of the best in a whlie.

  • @glitch3790
    @glitch3790 Před rokem +39

    COD4 had some engine quirks that gave different optimizations at different frame rates. At 500 you could walk up slanted surfaces I think. 250 frames I'm pretty sure was the highest jump while 333 was the best for getting acceleration in the air while strafing. These mattered for the COD4 jumping (KZ kind of) and bouncing community.
    I think these are all general quake engine quirks but I've always wondered if other games had benefits like these.

    • @iceangelx22
      @iceangelx22 Před rokem +12

      333 doesn't give the most acceleration. That's used for height as its better for height than 250. 125 fps is the best for head on strafe jumps and for acceleration before landing on a platform. 250 is best for diagonal jumps. I love cod4 physics and play codjumper pretty much every day

    • @iceangelx22
      @iceangelx22 Před rokem

      333 stops acceleration*

    • @glitch3790
      @glitch3790 Před rokem +3

      @@iceangelx22 ahh its been awhile thank you for the clarification. I can remember my first time hitting the pipeline bounce. The cheers from my more experienced friends in voice chat. It was a high like no other. I was a lurker on the codjumper forums once upon a time as well. I'll have to install it again sometime.

  • @BrandanFischer
    @BrandanFischer Před rokem +1

    I have been wondering what that whining noise from my PC was ever since I got my 3900x back in 2019. Thank you for clearing that up! I usually got it in Minecraft or in loading screens

  • @ElijahIngle
    @ElijahIngle Před rokem

    How much detail he puts into videos and how much depth that goes into every step and analyzing every detail is absolutely insane and I for one love it. Only how much information would he be able to gain if he had virtually unlimited resources to help eliminate performance limiters such as component temp, If he somehow used dry ice to cool components and benchmark overkill cs, on one of the most overkill pc's.

  • @Pedro7526
    @Pedro7526 Před rokem +3

    Please do some VR related content with this beast of a machine!

  • @tauzN
    @tauzN Před rokem +4

    13:13 very impressive!

  • @YOGURT1
    @YOGURT1 Před rokem

    All the northern journey music in your videos makes me very happy!!!

  • @LandisGames
    @LandisGames Před rokem

    This has to do with how source handles prediction, the client and server basically do the same things and are expected to have the same result, so when the server updates you as the client, you don’t notice it since you are where you should be. However, when you give source a lot of frames, my guess is somewhere in the deltatime (movement calculated between each frame to move a specific speed per real second) is getting crushed by just how many frames the engine is receiving, making it speed you up more than normal.
    I’m fairly sure you can find a way to display prediction errors, the console variable “developer 1” is where I’d start.
    Love your vids! Keep up the good content ^^

  • @ZeludeRose
    @ZeludeRose Před rokem +11

    New World's bricking issue was a specific manufacturer error with 1 gpu that just happened to only come up because of New World. all that stuff about low settings & max fps has nothing to do with it. the menu ran too fast, and 1 specific card didn't have the right safeties in place to deal with it.

    • @griffin1366
      @griffin1366 Před rokem +4

      Yep. I hate how this is just brushed over by people. A game will not brick your PC, only if the hardware fails.
      I remember the Battlefield 4 menu screen would hit 6000 fps at launch the GPU to 100% / full load, but by default the game was capped to 200 fps if I recall.

    • @griffin1366
      @griffin1366 Před rokem

      @@Unknown_Genius No. It only pointed out flaws in a specific manufacturers model while it was pulling 500W...

  • @thehen101
    @thehen101 Před rokem +61

    the fps counter liking certain values might be because the counter you were using doesn't use a high enough resolution system clock/timer API, just a guess.
    edit: for example if an fps counter was implemented like a queue, with frames older than 1000 milliseconds being discarded, the accuracy of FPS this gives you can go wrong in two ways: the time recorded with the frame, and the current time you are comparing to. for example this would go wrong if the current time function resolution was too low, and it returned the same time in milliseconds for two frames. the reason you saw these funny numbers in a psuedo-random number generator research paper is possibly because random number generators are seeded on the system clock.
    edit 2 (thanks octav): it seems that CSGO fps is calculated with the time it takes to render each frame (averaged), and due to 32-bit floating point values not being accurate with very small values, precision can be lost as these very small values have maths operations performed on them. so in CSGO the issue is unrelated to the system clock.

    • @octav5692
      @octav5692 Před rokem +3

      the fps counters in source games are either a rolling average based on frametime (when using net_graph 1) or 1.0 / frametime (when using cl_showfps 1)

    • @ado3247
      @ado3247 Před rokem +1

      @@octav5692 And precision issues with super small frametimes could cause those numbers to pop up. Good explanation 👍🏻

    • @thehen101
      @thehen101 Před rokem +1

      @@octav5692 i see, so the inaccuracy is fps measurement in this scenario is probably due to low floating point precision, since all those usercmd/createmove values such as frametime are floats (or otherwise 32 bit) if i recall correctly.

    • @octav5692
      @octav5692 Před rokem +1

      @@thehen101 the values are indeed floats but have nothing to do with your usercmd or with createmove. look up CGlobalVarsBase

    • @thehen101
      @thehen101 Před rokem

      @@octav5692 you're right, I forgot what struct/class (depending on your sdk) it was in.

  • @Chris-xl6pd
    @Chris-xl6pd Před rokem

    I love how a game a I dont even play is something i follow so intently simply because of the way you present your videos.
    You probs wont see it but I appreciate your content.

  • @cerea1killer55
    @cerea1killer55 Před rokem

    Another banger video, love it!

  • @NSPlayer
    @NSPlayer Před rokem +17

    Hey Philip There was a command in half-life 1 called clockwindow that stopped this "jitter" of FPS, perhaps CSGO has one too, i was pulling, 999fps but had to cap it to 200 and it requires server owners to change the variable. Valve implemented it as an anti cheat for speedhacks(edited)

    • @dealloc
      @dealloc Před rokem +1

      there has never been a sv_clockspeed command in any GoldSrc games, let alone Source games. It also wouldn't make any sense, since game clients/servers has nothing to do with setting any hardware configuration.

    • @mmert138
      @mmert138 Před rokem +2

      @@dealloc are you calling him a liar then?

    • @NSPlayer
      @NSPlayer Před rokem +5

      Sorry i named it wrong it it might have been clockwindow or something im drunk, hack servers would disable it to stop this "jitter"

    • @NSPlayer
      @NSPlayer Před rokem +4

      Clockwindow 0.5 make it 0

    • @NSPlayer
      @NSPlayer Před rokem +5

      @@dealloc you're right it's called clockwindow and it was made to stop speedhacks, setting to 0 foxes this issue you have to increase updaterate/cmdrate/rate and interp

  • @G.A.N.
    @G.A.N. Před rokem +11

    Just a heads up, the smaller FoV also boosts fps.

  • @dannyny730
    @dannyny730 Před 11 měsíci

    Awesome video. You should make a list of all components that is best suited for CSGO. Then do another one for cs2.

  • @RequiemFPS
    @RequiemFPS Před rokem +2

    I love how intelligent you are my friend. And sometimes that rabbit hole isn't worth it.

  • @LambdaTF2
    @LambdaTF2 Před rokem +8

    Next up is trying to combine this with AI upscaling and frame interpolation, especially if the CPU is the limiting factor. 10,000 FPS is probably already in the realm of possibility.

    • @luisaazul
      @luisaazul Před rokem

      Frame interpolation is not real frames

  • @RunningBoy12
    @RunningBoy12 Před rokem +10

    Can't wait to see the 1000 Hz monitor!

    • @akumpi
      @akumpi Před rokem

      You already need a 4486.32Hz monitor to play

  • @SmileAndWave
    @SmileAndWave Před rokem +2

    Damn, this is one of your best videos.

  • @m1st87
    @m1st87 Před rokem +1

    Thank you philip for showing your air-cooled setup. It shows that you can have a perfectly fine high end rig that doesn't need water cooling if you don't intend to overclock anything. The market and most tech youtube channels seem to shove water cooling in the face of anyone that's looking to build even a mid level gaming pc, and honestly you don't need it unless you're a PC enthusiast or going for heavy overclocking on your system.

    • @AnimeUniverseDE
      @AnimeUniverseDE Před rokem

      @@3kliksphilip Or just set it to the eco preset

    • @AnimeUniverseDE
      @AnimeUniverseDE Před rokem

      @@3kliksphilip is there something wrong with it? I thought the eco preset was also a simple power limit
      Edit: ahh, we were talking about Intel CPUs. I thought eco mode was something you could set in the BIOS on both platforms. I think I've heard this mentioned a few times by different reviewers.

  • @nishanpokhrel1043
    @nishanpokhrel1043 Před rokem +3

    My bro thought we wouldn't notice the +hax.exe @ 1:54. ha.

  • @SamSayaz
    @SamSayaz Před rokem +4

    This was so entertaining and funny. Thanks Philip for such a fun video :)

  • @samson_BNR32
    @samson_BNR32 Před rokem +1

    wow, you found another mathematical phenomenon with those frame rate numbers and that write up you found. same thing happened to me. there is a buger joint in ann arbor michigan that is famous for as many toppings as you want. they have a sign on the wall that showed the possible combinations equaling 2,147,483,646..... one off from the runescape mash cash stack size aka highest integer number on a 32 bit system. but yours is much more odd to me.... good vid as always phillip

  • @soulshinobi
    @soulshinobi Před rokem

    There better be a follow up video answering the closing question but these are my favorite content.

  • @TheBestestOne
    @TheBestestOne Před rokem +15

    1000fps at 60hz

    • @Gee25
      @Gee25 Před rokem +1

      Lower input latency. Input is polled each frame in most games. As long as framerate is lower than polling rate, there is potential to decrease input latency by increasing framerate (1000 FPS being most optimal for both 1khz polling rate input devices and also 1khz refresh rate monitors which, based on what blurbusters have said, is the (minimum?) refresh rate at which zero motion blur occurs during movement on screen).

    • @griffin1366
      @griffin1366 Před rokem

      @@Gee25 GPU usage also has a part to play. If you're at 100% GPU usage running at 1000 fps, you will have far higher input lag than 300 fps.

  • @armandsolermarti4349
    @armandsolermarti4349 Před rokem +14

    Thank you for the efficiency advice, I capped my CSGO to 144fps, quite proud with that one.

    • @Calinou
      @Calinou Před rokem +1

      The Source built-in FPS cap isn't very good at sticking to a value consistently - I've had more success with `fps_max 150` to target 145 FPS and keep a 144 Hz monitor maxed out.
      External FPS limiters don't have this problem, but they introduce more input lag compared to a built-in frame limiter.

    • @armandsolermarti4349
      @armandsolermarti4349 Před rokem

      @@Calinou I have a 60Hz monitor. So I don't really care.

    • @stormkiller4148
      @stormkiller4148 Před rokem

      @@armandsolermarti4349 frame times improve smoothness on any Monitor even 60hz so more fps= lower frametimes=smoother gameplay

    • @griffin1366
      @griffin1366 Před rokem

      @@Calinou It's actually hitting 150 FPS, just the way the game calculates it in the HUD is off.
      Force the HPET timer to 0.5ms and it will cap bounce around 147-149. Go back to Windows 7 and it will cap to exactly 150 and be stable.

    • @armandsolermarti4349
      @armandsolermarti4349 Před rokem +1

      @@stormkiller4148 I am running the game at 2.5x my refresh speed, so it is smooth enough. Most importantly, I am saving some energy and polluting the world a little less. Who cares about smoothness.

  • @kyoyeou5899
    @kyoyeou5899 Před rokem +1

    This was wayyy more interesting than I thought it was going to be!

  • @veikkalassila5087
    @veikkalassila5087 Před rokem

    insane vid as always

  • @RaimaNd
    @RaimaNd Před rokem +3

    Bro that GPU is freaking thick. Soon we build our whole computer INSIDE the gpu case.

  • @kmah324
    @kmah324 Před rokem +5

    What about "average" 0.01% frame rate (eg, the 0.01% frame rate result for let's say, 10, 100, 1000 runs)?

  • @KirkEspelandRDN
    @KirkEspelandRDN Před rokem

    Lovely content as always philip, keep em comin bill nye!

  • @Thesid3ofSt3el
    @Thesid3ofSt3el Před rokem

    i love your videos

  • @Peterscraps
    @Peterscraps Před rokem +9

    13:13 your cat just looking at you disappointed like "really fart master? I thought all of this was behind you"

  • @_alexcr
    @_alexcr Před rokem +19

    the audio in the premiere is pretty bad, the video isn't tho

    • @The1Wolfcast
      @The1Wolfcast Před rokem +3

      Seemed to fix itself towards the end, that or I got used to it

    • @greyliances
      @greyliances Před rokem

      Yeah. The premiere sounded noticeably worse. Weird

  • @craftman4761
    @craftman4761 Před rokem +1

    15:22 almost -2137 fps, regards from Poland, great video 3kliks

  • @demetriusgekas1828
    @demetriusgekas1828 Před rokem

    Great video as always Phillip!, I noticed you switched back to using windows 11, what made you switch again?

  • @JackAllpikeMusic
    @JackAllpikeMusic Před rokem +18

    1024 and 2048 are powers of 2, pretty important numbers in a binary world such as computers. Not sure why that phenomenon would occur with the framerate fixating around certain numbers however. I'd love to see a follow up video if you are ever able to discover what is causing it.

    • @miksuko
      @miksuko Před rokem +15

      4096÷2=2048
      4096÷3=1365
      4096÷4=1024
      4096÷5=819

  • @FNScence
    @FNScence Před rokem +4

    Can you check what velocity the command "cl_showpos 1" shows when going faster due to 1000+ fps please?

  • @tf_lecter
    @tf_lecter Před rokem +1

    10:35 - 10:50 Can confirm this also happens in tf2. Especially notable on jump maps and other maps that don't center around chaotic fights or actual gameplay.

  • @hondjo
    @hondjo Před rokem

    the high framerate thing is prominent in TF2 aswell, with decent specs you can fairly easily hit it on low-pop servers or singleplayer games. interestingly it fixes itself as soon as you cap FPS or sv_cheats is turned to 1, both on servers and singleplayer. in multiplayer, playing at high framerates causes projectiles to stutter yet your player does not speed up. in singleplayer, it functions similar to using speed-up commands like host_timescale.
    funnily enough, i once accidentally speedran TF2's training mode without noticing the speedup and got the WR (~4 seconds improvement), it got through screening and i took down the run myself once i noticed the timer on the top of my screen was off.

  • @Cat_in_The-Box
    @Cat_in_The-Box Před rokem +4

    Can you play on your local 2000 fps server with other pc/player that has normal fps and see what happens regarding fps speed boost?

  • @Lucky13Kirinto14
    @Lucky13Kirinto14 Před 4 měsíci +6

    What happend to E clicks philip

  • @matancadeporco
    @matancadeporco Před rokem

    dope work as always

  • @k3ron
    @k3ron Před rokem

    This is the type of content I subscribed for

  • @randomyoutubechannel1017

    Game might be even faster with other version of Windows. Something like Windows 10 LTSC, which will free the processor a bit (cuz no telemetry is collected)

    • @b1zzler
      @b1zzler Před rokem

      with a 13900k I don’t think that will have a measurable effect

  • @AngryBeaverNerd
    @AngryBeaverNerd Před 7 měsíci +4

    Gemmy thumbnail

  • @mou1660
    @mou1660 Před rokem

    Incredible video. :D

  • @Isaax
    @Isaax Před rokem +1

    Unironically very enjoyable video

  • @ruste7938
    @ruste7938 Před rokem +9

    He sounds like an AI generated his voice

  • @LAMAMANU
    @LAMAMANU Před rokem +1

    I remember time when in cs 1.6 you hit over some fps limits it did give you speedhack and you had to install something cpu related to get it fixed. Atleast for the AMD Athlons at the time. It could have been something with 32-bit vs 64-bit versions too.

  • @felis267
    @felis267 Před rokem

    from a quick google search, i think that the frame rates going at weird numbers is because they are considered psuedo random numbers, and are generated to be random, from what i can assume is because of the fluctuation of the fps numbers if the system does not get a good read, it uses the system to give you a number closest to the framerate's last accurate reading

  • @chilla354
    @chilla354 Před rokem

    how are you so funny? you made me laugh really hard with this rabbit hole thing xD

  • @FurryWrecker911
    @FurryWrecker911 Před rokem +1

    7:48 OH MY GOD this explains why my work PC whines sometimes when I type on my keyboard. It doesn't always do it. Just _sometimes_

  • @SK1PP3R88
    @SK1PP3R88 Před rokem +1

    There was an exploit in TF 2 where if you had high FPS the sticky launcher would reload faster. Sure, it's useless for casual play but makes huge difference in comp play.

  • @Spartanwarlord
    @Spartanwarlord Před rokem +1

    Nice settup

  • @stephenkamenar
    @stephenkamenar Před rokem

    wtf? the fact you started running faster is insane, never would've guessed that.
    and you even confirmed that forum post about the guy getting stutter over 1000 fps looool, neat

  • @_h4p3n
    @_h4p3n Před rokem

    Wtf i was recently searching for a video with similar title and i couldnt find any good videos. As always im not dissapointed thank you philip.

  • @jeremieh5009
    @jeremieh5009 Před rokem +1

    Hell for better performance, as you said, there’s not much you can’t disable. Add DXVK on top of that (Linux wouldn’t be good for extra frames in this situation due to nvidia bs) and you’re pretty much achieving peak performance

  • @Get69Rekt
    @Get69Rekt Před rokem

    Mr 3kliks makes csgo feel like school lol
    but great video, as always :)

  • @BenLubar
    @BenLubar Před 10 měsíci +1

    Source Engine has a thing to limit frame time to be at least 0.001 seconds unless you have sv_cheats enabled. Which means enabling cheats will *stop* the speed hack from working.

  • @shiloh_moonfrost
    @shiloh_moonfrost Před rokem +1

    3:35 "You're not good enough at the game to justify that level of power-draw"
    Wow, that hurts

  • @beto93sk8
    @beto93sk8 Před rokem

    There is an interesting experiment you can run with your setup, using some program to manage process thread affinity (process lasso for instance), set all the ecores to all the others process and p cores dedicated only to csgo, maybe you can push your fps even further.

  • @OliverCaldwell
    @OliverCaldwell Před rokem

    The vent sniff was perfect. I love the Steam Deck community's love for lowering TDP and sniffing probably bad but nice smelling chemicals.
    I hope we see more ekliksphillip in the future!

  • @incompetencelogistics8924

    we need more of your cat in these videos because it adds a very important amount of scientificalness to the video every time