[quake2] Problem with physics and high fps.

Anders Storsveen wakko at generation.no
Thu Mar 17 15:27:38 EST 2005


very interesting and fun discussion to read. ;)

On Thu, 17 Mar 2005 21:00:31 +0100, Nick Warne <nick at linicks.net> wrote:

> There is an extensive thread on similar at quakescr forums:
>
> http://www.quakesrc.org/forums/viewtopic.php?t=3519&highlight=fps
>
> Took me a while to find.
>
> Nick
>
> On Thursday 17 March 2005 19:31, Brendan Burns wrote:
>> Anders,
>> 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...)
>>
>> --brendan
>>
>> 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...
>> >
>> > --
>> > Using Opera's revolutionary e-mail client: http://www.opera.com/m2/
>



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