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Posted: Sat May 21, 2005 9:45 pm
by [xeno]Julios
com_maxfps 120 is identical to com_maxfps 125 - both set the cap at 125. Quake3 can only render at 1000/n fps, where n is an integer.

On a listen server, you must drop n by one value in order to get the same effect.

So instead of 1000/8 fps (125), you need to use 1000/7 fps (142)

Posted: Sat May 21, 2005 10:37 pm
by ^misantropia^
[xeno]Julios wrote:com_maxfps 120 is identical to com_maxfps 125 - both set the cap at 125. Quake3 can only render at 1000/n fps, where n is an integer.
It doesn't quite work that way. Consider this: 1000 / com_maxfps = m
Q3A has to render a complete frame within m ms. The actual render time is n. No biggy if n <= m: the renderer just waits (m - n) ms before it starts rendering the next frame[1]. However, if the opposite is true (n > m), the renderer only has (m - (n - m)) = p ms for the next frame. If p <= 0, it'll drop a frame. The FPS counter you see in-game is just that: a counter that gets incremented for every frame rendered successfully.

I was making a point with all this but I forgot it along the way...

[1] The engine, of course, will be doing useful stuff (network I/O, parsing input, evaluating physics) but the renderer just idles.

Posted: Sun May 22, 2005 4:05 pm
by DRuM
I could never do it consistently. I'd do it once, then it would take ages to do it again. Here's a demo of me doing it a while ago. Got it 2nd time. :icon25:


http://freespace.virgin.net/roman.five/ ... 6.33.dm_68

Posted: Tue May 24, 2005 1:10 am
by [xeno]Julios
tx for the clarification misantrop :)

Posted: Wed May 25, 2005 6:57 am
by bork[e]
ok, why is it so easy in Defrag? :|

Posted: Wed May 25, 2005 11:27 am
by Duhard
bork[e] wrote:ok, why is it so easy in Defrag? :|
...cause it's a stoopid mod played by stoopid ppl?

Posted: Wed May 25, 2005 1:31 pm
by ^misantropia^
Thank you for your contribution, Duhard. However, the right answer is that pmove_fixed is enabled on most if not all Defrag-servers.

Posted: Sat May 28, 2005 3:44 am
by MarquisdeSade
while the topic stays on frames and fps related cvars, I'd like to ask how the pros on demos i watch (mostly from cyberfight) manage to jump from, say, the rail to the platform below (3rd to 2nd level) without loss of health. I have com_maxfps set to 125 (on decent hardware - i seem to get 125 fps consistently). sv_fps is 30, g_synchronousclients is 0. my server is a listen server though .. is that a problem?

Posted: Sat May 28, 2005 4:35 am
by Duhard
^misantropia^ wrote:Thank you for your contribution, Duhard.
...it's always a pleasure to help :icon14:

Posted: Sat May 28, 2005 4:49 am
by SOAPboy
Duhard wrote:
bork[e] wrote:ok, why is it so easy in Defrag? :|
...cause it's a stoopid mod played by stoopid ppl?
you dont have the skill to run defrag faggot..


anyways.. here.. another example.. was bored so i jumped into a stupid CA server and bounced over for you..

http://s88080780.onlinehome.us/SOAPboyRail2Bridge.dm_68

Posted: Sat May 28, 2005 5:31 am
by Bacon
bork[e] lets play defrag

Posted: Sat May 28, 2005 5:43 am
by bork[e]
ip sir

Posted: Sat May 28, 2005 2:36 pm
by Duhard
pathetic...

Posted: Sat May 28, 2005 2:45 pm
by o'dium
heh, capping my frame rate at 333 DOES make it easier. My frame rate was topping at like 700 and things were quite jerky when i took off the 120 limit. 333 is where its at :p

Posted: Sat May 28, 2005 6:38 pm
by dzjepp
Too bad it don't work with osp

Posted: Sat May 28, 2005 8:42 pm
by Duhard
o'dium wrote:heh, capping my frame rate at 333 DOES make it easier. My frame rate was topping at like 700 and things were quite jerky when i took off the 120 limit. 333 is where its at :p
I'd rape you with com_maxfps set to 1.

Posted: Sat May 28, 2005 8:47 pm
by Zyte -_-
sh1T

Posted: Sat May 28, 2005 9:05 pm
by Duhard
Zyte -_- wrote:sh1T
That was my best nick ever...until they fucked up with pb and I got banned for using it...those were the days.

Posted: Sat May 28, 2005 9:39 pm
by Zyte -_-
remembered it from this demo at pt4 vs NS.

Posted: Sun May 29, 2005 4:32 am
by [xeno]Julios
MarquisdeSade wrote:while the topic stays on frames and fps related cvars, I'd like to ask how the pros on demos i watch (mostly from cyberfight) manage to jump from, say, the rail to the platform below (3rd to 2nd level) without loss of health. I have com_maxfps set to 125 (on decent hardware - i seem to get 125 fps consistently). sv_fps is 30, g_synchronousclients is 0. my server is a listen server though .. is that a problem?
Seems like years since i've loaded up quake, so i've forgotten if i'm able to save health from that jump, but be sure not to crouch when you land, else that pushes u up a threshold for damage (so normally if you'd get 5 damage you'd get 10 with crouching, or 5 if you'd normally get 0).

Also try walking off instead of jumping, and be sure you're maintaining 125 throughout the motion. Experiment with pmove also.

Also consider that maybe the ppl u saw do it were using 333 fps (which i haven't had the pleasure of experimenting with, given my geforce 2 ultra ;p)

Posted: Sun May 29, 2005 8:07 am
by ^misantropia^
Doing a strafejump just as you land helps sometimes. It kinda depends on the angle you're hitting the floor with.

Posted: Sun May 29, 2005 9:04 am
by MarquisdeSade
no, no .. as julios said, these guys were just walking off the platform, and landing with maybe 0 horiz. vel. anyway, it's not fair :icon23: , with we poor students losing health when we fall while pros with high end graphics cards dont. :icon25:

Posted: Sun May 29, 2005 10:07 am
by SOAPboy
MarquisdeSade wrote:no, no .. as julios said, these guys were just walking off the platform, and landing with maybe 0 horiz. vel. anyway, it's not fair :icon23: , with we poor students losing health when we fall while pros with high end graphics cards dont. :icon25:
erm... 125fps is possible with any 40$ video card.. :paranoid:

Posted: Sun May 29, 2005 11:46 am
by Deji
Indeed. I easily had 125 capped on any map with a GeForce 2.

Posted: Mon May 30, 2005 12:26 pm
by MarquisdeSade
Yeah, even i have capped it to 125, and it does show 125 fps most of the time .. though I dont know if it stays over 125 on all maps. I think the problem with losing health is not related to the card, then .. must be some var in my config :shrug: