The Deck example video is recorded on 436, but the behavior is the same on other patches.
I can't find options to limit the FPS rate in the config files either.
If I recall correctly, if you use default UT99 renderers, then I believe you won't be able to control or limit your FPS. Try using the updated D3D9 or OpenGL renderers for 436 (they should also work for 451).
https://www.unreal4fun.net/joomla/index.php/downloads/download/14-ut-updates-unofficial/48-enhanced-d3d9-renderer-for-unreal-tournamentTo change FPS in-game, you can type "preferences" in the UT console. Then go to Rendering -> Direct3D9 Support -> FrameRateLimit. if you have VSync, then your FPS limit will be most likely controlled by your GPU, try setting that off.
Probably the easiest solution to the problem would be to limit the FPS rate. Do you expect a practical benefit in recording at 100+ FPS?
Yes, I have done numerous tests and compared a lot. I have also discussed this with other people on Discord. But, to answer your question, here is why setting your game FPS higher is beneficial:
1. If you limit your game FPS to 60 and record a video at 60 FPS as well, you will see how player models and projectiles start "skipping" frames. The RypelCam Camera path is nice and smooth, while players and projectiles are warping.
Here is a video example of what this looks like, this demo is from online play on a 60 tickrate server:
Another thing to add - if players are touching or sliding on walls with 60 FPS, they will start getting stuck on walls and skip 1 or 2 frames when they collide with the walls. I figured out that if you make your Game FPS higher, these issues are gone. I can set my Game FPS to 144 or higher and record a video at 60 FPS without player stuttering issues.
2. Recording a video with higher framerate will give you better slow motion results than using slomo in Demo Manager. Using slomo with Demo Manager is easier to work with, however, sometimes the results are not really that great. There are very small micro stutters to the players and sometimes there are other nasty issues. This is of course situational to the demo you're playing, but having the alternative to record at really high FPS is a good solution to some of my problems and I use it often.
3. Editing videos with high FPS is better. This is also situational, but let's imagine this scenario - your Video Editing Project is capped at 60 FPS and you start working with videos that are recorded at 140 or 200 FPS. The benefit of this is that you can slow down a section of your recording at any time inside your editing software of choice. This is an alternative method compared to recording with slomo in Demo Manager. Sometimes you are not sure which section you would want to record with slomo, so as an alternative, you start laying down your high FPS recordings in the editing software, which will allow you to work with slow motion adjustments better, that's why I think this is a good point as well.
4. If you want to have a proper demo playback using Frame Based playback in Demo Manager, then you need to match the demo FPS with your own game FPS. This means if the demo is recorded at 240 FPS, then to properly play it back you also need to set your Game FPS to 240. Most people in 2023 play and record demos at even higher FPS, there are already 360hz Monitors on the market. You might be also wondering why I would use Frame Based playback at all instead of Time Based. Well, I have confirmed that some demos play much better in Frame Based than Time Based. If I find playback issues with Time Based, I switch to Frame Based as an alternative and I try to compare them to see if its better. Here is the same shot I showed you earlier, but this time with Frame Based Playback:
Check out how much smoother Frame Based Playback is for this specific demo. This demo was recorded at 144 FPS, so I also had match this FPS with my game to play it back properly.
You could also use a timed path, where the camera speed is adjusted automatically and shouldn't have FPS related problems. Though it is not that easy to get the timing right to create a camera with constant speed with timed path.
Yes, exactly. Getting smooth consistent speed with timed path is a challenge. I'm not sure if there is even any smooth interpolation between flags when using timed path, the camera movement feels very sudden and snappy. Timed path in general is a hassle to work with, you can use timed path once per 1 demo playback. I can't play timed path twice by going back at the beginning of demo with seekto, I am forced to play the demo again trough Demo Manager and repeat. Working with it is hard, especially when you want to make adjustments and you keep reloading the demo over and over each time you play timed path.