[quake2] Problem with physics and high fps.

Karen Pouelle hockeyvixen at yahoo.ca
Thu Mar 17 15:13:34 EST 2005


cmdlist shows lots of stuff.  cl_maxfps will clamp your fps. For network
play, cl_maxfps coorelates highly to the max number of out-going packets - so
if your bottle neck is network-related, try lowering that cl_maxfps value. 
If you wish to prevent high fps related physics, try lowering that cl_maxfps
value.  If you want to exploit those calculation bugs, try creating binds
that toggle from one cl_maxfps to another as I have done to make certain
jumps possible then return to a lower framerate.  But also remember that if
your computer can not render that many frames per second, you're not going to
have a frame rate approaching your cl_maxfps setting - ie, it's not a given. 


Better that you control your max framerate than someone forcing a patch on
you to 'fix' the physics which may affect your game play adversely.













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