[quake2] Problem with physics and high fps.
nick at linicks.net
Thu Mar 17 15:00:31 EST 2005
There is an extensive thread on similar at quakescr forums:
Took me a while to find.
On Thursday 17 March 2005 19:31, Brendan Burns wrote:
> 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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