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FPS dependant fire rates and player physics #4

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pierow opened this issue Jan 25, 2014 · 0 comments
Open

FPS dependant fire rates and player physics #4

pierow opened this issue Jan 25, 2014 · 0 comments

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@pierow
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pierow commented Jan 25, 2014

This is a pretty common problem across HL and quake engine games in general, but is fixable from what I've seen. It has become a big enough problem that servers use plugins to limit max_fps to 125. weapon fire rates and acceleration of gravity is influenced by the player's FPS so players commonly set their fps to things like 111, 125, 200, etc. From my knowledge these numbers are fairly common in other games too and are derived from 1/1000 2/1000 etc. The jetpack's acceleration is also linearly related to FPS.

Here's some resources about this in the HL engine, but there are NS specific charts available:
http://wiki.sourceruns.org/wiki/FPS_Effects
http://www.fortress-forever.com/fpsreport/
Valve's statement on the issue:
"Re-writing the physics system to be FPS independent is beyond the scope of current updates. Given the communities current use of fps_override I am going to leave it alone for now."
ValveSoftware/halflife#1262

Ideally the community agrees that the balance of 125fps is probably best for game balance, so if the weapons and physics can use that but the renderer can go over that frame rate it would be nice.

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