[quake2] Problem with physics and high fps.

Anders Storsveen anders at generation.no
Wed Oct 6 20:17:10 EDT 2004

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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