Rate and FPS ceilings

doop
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5 March 2010 - 15:11 CET
#31
Bleh. It sucks having a sucky pc (mine even though I use fps_max 125), as it truly won't even hold out at even 100 fps as soon as something crosses my screen and low as 80ish if skulks + pg are in my view. But limiting settings due to PC is pretty much fail. There are always going to be things that help a player more than another. Higher dpi mice, higher hz monitors. L2p around what you're given rather than changing everyone elses settings to fit yours. If you're used to 125 fps I really doubt you'd like your fps to have to be dropped to 76-100 because some people couldn't reach it.
Fana
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#32
jirikiBtw, does anyone know if there're LCD screens with refresh above 125 ?

120Hz is the max so far. There are some who advertise with 200Hz, but it's fake. They just put in blank frames between the actual frames to emulate 200Hz.

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ppez
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#33
jiriki
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5 March 2010 - 15:36 CET
#34
I've seen that ages ago but thanks.
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ZiGGY
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#35
tbh Dugi I don't everyone knows that, never under estimate the ignorance of the internet :P I thought if you guys were gonna start bitching over it some evidence might be useful ;p
frG
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#36
Yes lets link the evidence that doesnt even include the 200fps test.
WHY DONT YOU GO AND FUCK OFF THEN?
U GO?
ZiGGY
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#37
pretty sure most people have been discussing choosing caps in the 100-150 range, if theres anything drastically important in the 200 test why dont *you* bring it up? ^^ this is civvys 2009 retest
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#38
yeah you're right, anyway the rate of fire at 200fps is probably the fastest, still i don't think we should limit the fps of a player, and yes Tane ofc we are the hypocrits....

and no i don't use 200fps, i use 111 ;)
WHY DONT YOU GO AND FUCK OFF THEN?
U GO?
NecRos_aka_Orgad
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#39
the fastest RoF are being reached at 20 fps and 200 fps, at 20 bullets / second.

20 fps is unplayable because you cant track, and the JP is incredibly slow.

111 fps is 18.5 bullets for second, good jp (though not AS GOOD as 200) and you can track - that is why its so popular.

and 76 fps is better then 111 in RoF... so its not like the diffrence between 200 and 111.
Miglecz++
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#40
jeah...
the ultimate battle never ends, just fix the crappy client code and everything is fine
just take a look at the NS generation games+2
no problems like this

we all want our game to be perfect, what is never going to be happen, unless it is freely reachable to anyone like quakeworld
respect
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#41
20fps JP is slow because the FPS also effects the movement speed
for those who dont know this: inverse movement speed (lower is better)
http://img382.imageshack.us/i/timemultipliervsfps21io.jpg/
this is because the unproper use of floating point aritmetics, errors got accumulated
(as i know this was discovered in quake3 but they fixed it with putting in the cvar: pmove_fixed 1)
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6 March 2010 - 18:09 CET
#42
Floating point arithmetic is a bitch. True story.
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Nde
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7 March 2010 - 12:24 CET
#43
Some net_graph pics (I was a bit hasty, but you can see my point...):
http://personal.inet.fi/koti/ylemikki/Fps%20influences.png
blind
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10 March 2010 - 01:48 CET
#44
I use 111/125 and I don't give a fuck about others using 200 fps. Do whatever you want but please don't force me to go back to 100
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10 March 2010 - 02:49 CET
#45
I just tried Jetpack with 200 FPS. Its rather fast. Even if you run out of fuel you can hover forever on floor and it'll go as fast as skulk, and its silent. And from slopes you get extra speed.

This is some recipe for SILENT jetpack rush. 15s to reach cargo from MS without gas and its 100% silent.
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GibbZ
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#46
Jiriki try again with 400 fps. You jetpack slower, but as soon as you touch the ground and do the slide hovering, you go as fast as a celerity skulk. Absolute bullshit. Endless cele speed and silent :DDD
Nde
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10 March 2010 - 09:23 CET
#47
Try 333 and 500 :DD
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10 March 2010 - 12:51 CET
#48
try it with 2000, u will be slow like neo in the matrix, jumping and falling takes forever

anti-bullet time effect
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#49
Rofl this is a joke. Dome East junc jump is pretty cool, you can get to cargo from East Junc in 3 seconds if you do it right. New technique for jump movies! The left-right acceleration is crazy, you can do very fast evasions. This really gives you a better edge against fades. You can practically do super-quick evasions forever.
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blind
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10 March 2010 - 18:18 CET
#50
Can you do a demo of this?
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#51
Wow the speed at 333 is rediculous.... I think you should cap fps at 111 personally. Anything higher just seems meh.
Fana
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11 March 2010 - 01:37 CET
#52
Woah, I had no idea the difference in LMG speed between 111 and 200 was that large. Nor that the jetpacking advantage was that great.

Considering the new information, I'm going to change my stance. I vote for capping the fps at 125.

If you're going to do this, you should get it implemented soon though. No point in doing it after the season is over.

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Nde
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11 March 2010 - 11:27 CET
#53
^^ Agreed. 125 is great for 60hz lcd's because of frame tearing and great for 120hz monitors (like Fana said there isn't real over 120hz monitor's). Also fine ROF and netcode isn't fucked then.
naduli
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#54
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#55
2010 and we're still learning
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#56
you know whats hypocrisy? this: http://www.megaupload.com/?d=IPQNXERX
:D
multi
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24 March 2010 - 09:47 CET
#57

rate 10k is the max

// rate command
val = Info_ValueForKey (cl->userinfo, "rate");
if (strlen(val))
{
i = atoi(val);
if (i < 500)
i = 500;
if (i > 10000)
i = 10000;
cl->netchan.rate = 1.0/i;
}
Underwhelmed
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#58
Interesting. Is that from the HL SDK?
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#59
Nice to see the evidence but we all knew that anyway surely?!
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29 March 2010 - 06:59 CEST
#60
don't think SDK is written in php ;)
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