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Post by slobbergoat on Nov 23, 2010 22:58:28 GMT -5
Hey, I was wondering - does the version of the Q3 engine used by CoD games have the 76 and 125 FPS 'bug' that the Wolfenstein version of the engine has?
Having previously been a longtime RTCW and ET player, there was a semi-well-known trick of locking your max FPS to 76 or 125 which for some reason caused your movement to be slightly faster than normal players - not by a huge amount but still noticeably.
Seems that in a game like MW2 or BO it could be a bit more useful than in ET where you already move quickly anyway.
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niteshadex
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Post by niteshadex on Nov 23, 2010 23:02:29 GMT -5
I actually remember pc players on MW2 discussing this, I think it works. And BO is based off an older engine than Wolfenstien or MW2 so....
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aranshada
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Post by aranshada on Nov 23, 2010 23:32:47 GMT -5
Because it's all still based off of the Quake engine, it still works. I saw this best expressed as jump height and percentages above the normal jump height. A normal height being 45 units. A jump at a steady 125 reaches 48 units and a jump at 76 reaches about 47 units. This is why when I ran 58 FPS I couldn't jump over the railing on the small two-story building in Broadcast on CoD4, but I could easily clear it when I ran at 125 FPS. This website is where I first learned it from - a literal math god. www.funender.com/quake/articles/fps.htmlHe also has a section on TCP/IP tweaking for your computer and specifically for the Quake engine. I've read and re-read all of his stuff, and I still don't understand half of the math. He even explains the mathematical theory behind circle/strafe jumping and wall-strafing... and calculates the optimum angle for your character to face relative to the angle you're moving in order to achieve maximum acceleration and speed while strafe jumping... But I use it just to figure out what framerate is best to use. Also note that his calculators all use VBScript, so you'll need to use IE (god it hurts me to even use that phrase) to make the calculators work, and there is some error with the TCP/IP calculator that prevents it from working in the newest IE versions (go figure). Basically, I ran 125 FPS on CoD4 and WaW, and I run a steady 76 FPS on BO. I left MW2 alone for the most part 'cause I didn't want to mess with their cute little 85 FPS cap (plus I didn't want VAC to get mad at me for editing the configs). TL;DR The link will tell you how the Quake engine rounding errors work and how you can exploit them to achieve slightly faster movement speed and jump height.
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Post by aznox on Nov 24, 2010 16:52:24 GMT -5
Is it considered as cheating ? If no, is there a simple way to lock BO at 76 FPS ?
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aranshada
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Post by aranshada on Nov 24, 2010 18:29:39 GMT -5
It's not considered cheating since all you're doing is tuning the performance of your individual client. You're simply making the engine work for you and be the very best it can be - that's talking about the FPS and the TCP/IP tweaks. It's as easy as opening up the console and typing: /com_maxfps 76 OR /com_maxfps 125 For the maxpackets value he's talking about: /cl_maxpackets 77 OR /cl_maxpackets 63 (He explains in one of the articles why maxpackets/snaps is important) It's simply setting the DVARs within the client. That's why it was harder to do in MW2... there was no dev console. I think I tried setting it in the config_mp.cfg file before, but it just overwrote my maxfps with 85 again. Another trick you might already know: /cg_drawFPS 1 Draws the FPS counter in the upper right. Granted, I usually have FRAPS running as well, so it's a bit redundant for me, but I like redundancy. Hell, I even set my sensitivity using the dev console: /sensitivity 5 /sensitivity 10 Much more accurate (for PC users) than that god awful slider. [Edit] I just found the original post from bashandslash.com entitled "Sweet Spot" that describes this phenomenon as it applies to CoD2. They then link to the funender website (which is what my previous link was to). bashandslash.com/index.php?option=com_content&task=view&id=51&Itemid=63They do a good job of describing the overall effect and providing links to the funender FPS calculator. They also provide a nice summary at the bottom of the best framerates to use and what they actually correlate to. Granted, the overall purpose of the effect is to strafe jump better, but in the CoD world where we can't strafe jump, it still gives us slightly higher jumps and (I think) slightly faster movement/acceleration speeds. In short, I feel like I can change direction much faster when I run at 125 as opposed to when I lock it at 58 (which actually produces a negative effect).
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n1gh7
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Post by n1gh7 on Nov 24, 2010 19:48:30 GMT -5
Tweaking is legal. Yes it works. Bashandslash.com
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aranshada
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But woe betide thine enemies, for thee hath created thine Bullet Hose.
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Post by aranshada on Nov 24, 2010 20:24:14 GMT -5
^^^ The TL;DR of my post.
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toysrme
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Post by toysrme on Nov 24, 2010 20:43:59 GMT -5
No. Nor does it change in quake 3. EARLY versions of quake 3 were affected, but even quake 3 was patched so that it made no difference... Movement rate caps were re-tweaked. The fact that people continue to spout the bulldoo-doo after it got patched well over a DECADE ago is beyond me.
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aranshada
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Post by aranshada on Nov 24, 2010 22:42:58 GMT -5
Straight from the bashandslash link I posted. Plus, I've personally observed the effect in CoD4. Not to mention, a higher framerate also tends to allow for smoother mouse movement. Play with the framerate capped at 58 for a round or two, then play with it capped at 125 (assuming your system can actually reliably put out 125 fps).
Hell, even if it's just a placebo effect, I've had more rockin' scores running 125 fps than I have had running 58 fps, so there's something to be said for a higher framerate.
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