[quake2] Problem with physics and high fps.
brendanburns at comcast.net
Thu Mar 17 14:31:03 EST 2005
I don't think anything specific to address this problem has been
committed. Of course there have been other changes that might fix this
too... Of course it might be specific to changes that you made on your
local machine (kernel, graphics drivers, etc also...)
On Mar 16, 2005, at 5:41 PM, Anders Storsveen wrote:
> Has something happened on this problem now? I don't seem to have this
> problem anymore. Not as much that I can immediatly recognise it. I
> remember it being very apparent.
> On Thu, 07 Oct 2004 02:17:10 +0200, Anders Storsveen
> <anders at generation.no> wrote:
>> I know that the windows-client exhibits some of the same stuff,
>> however it's much worse in linux...
>> On Thu, 07 Oct 2004 01:12:05 +0100, Asfand Yar Qazi
>> <email at asfandyar.cjb.net> wrote:
>>> Anders Storsveen wrote:
>>>> There is definantly a problem with high fps and the physics in this
>>>> client. When I play in windows I generally use cl_maxfps 120 or
>>>> higher to get a smooth look and feel to the game. When I tried
>>>> this in linux, I noticed that I couldn't do the same jumps and it
>>>> felt slower. After a bit of testing, setting low resolutions and
>>>> cl_maxfps 120 or even better something like 400 I noticed that if
>>>> a friend joins me in multiplayer, either with a windows client or
>>>> using maxfps 90 he's much faster than me. If we start at on side
>>>> of the edge and walk over to the other, he beats me by a good
>>>> deal. Also I "float" more in the air... this is a stupid problem
>>>> and it makes me boot windows to play. because I don't like playing
>>>> with 90fps since it isn't that smooth, but I can't play with a
>>>> handicap it is to not being able to jump as high.
>>> From what I know, this is a known 'feature' of id Software games.
>>> It's just way the engine's designed. I know for certain that
>>> this happens in Quake 3 games, but I'm not sure if it is also a
>>> 'feature' of Quake 2. Setting the FPS to certain values does funny
>>> things to the speed. I think this is because calculations are done
>>> in one part of the game in floating point, then converted to fixed
>>> point (and rounded up at the same time.) The error that results
>>> does funny things, like you experienced...
>>> Theres definitely a special max fps rate that will solve your
>>> problem - what it is though, I ain't got the foggiest...
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