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#22
Posted 26 June 2012 - 04:14 AM

2010 - Demobase INF Teamcup III - -aMeX-
2011 - 1on1 best of the best of shop - Foxdyfx
2011 - Facing World's III Clancup - nVm-aMeX- is my wife and i love her
SIGNATURESyou are not protected species like foxdie so if u screw up u wont get unbanned
#24
Posted 26 June 2012 - 08:25 AM
does r_sub 999 actually raise fps?
No, it only makes corners smoother or sharper.
It's not noticeable in your fps.
Here is the difference.
didnt know about cl_timenudge, does it really help with the bullet reg?
It's hard to explain what cl_timenudge does, but it's not recommendable if you got a good connection without lag.
It's about sending snapshots from the server to the client.
You see the latest snapshot earlier once you use a negative timenudge.
This means you'll see players earlier on a certain position, but the player will move jerky.
It looks like an advantage to see an opponent earlier, but the opponent is also not there anymore once you aim on him.
So it's like you have to predict (talking about milliseconds of course) where your opponent will go.
Mostly this is used by players who got lag problems with packets.

ひどく腹立たしい
#25
Posted 26 June 2012 - 08:42 AM

2010 - Demobase INF Teamcup III - -aMeX-
2011 - 1on1 best of the best of shop - Foxdyfx
2011 - Facing World's III Clancup - nVm-aMeX- is my wife and i love her
SIGNATURESyou are not protected species like foxdie so if u screw up u wont get unbanned
#28
Posted 26 June 2012 - 09:04 AM
It's hard to explain what cl_timenudge does, but it's not recommendable if you got a good connection without lag.
It's about sending snapshots from the server to the client.
You see the latest snapshot earlier once you use a negative timenudge.
This means you'll see players earlier on a certain position, but the player will move jerky.
It looks like an advantage to see an opponent earlier, but the opponent is also not there anymore once you aim on him.
So it's like you have to predict (talking about milliseconds of course) where your opponent will go.
Mostly this is used by players who got lag problems with packets.
Alright thanks mate, the negative timenudge is nothing for me than
#29
Posted 26 June 2012 - 09:08 AM
but is there a difference between 46 and 999
Yes (like you can see on the picture), but the rendering of these corners does not effect your fps for such a little change.
The only advantage I can think off where it's handy is in kam3 on road, you can hide yourself in the tunnel.
But your fps would not gain any boost if you are located down on road and you look up in the tunnel (against the curvy wall) with subdivisions set to 999.

ひどく腹立たしい
#30
Posted 26 June 2012 - 10:20 AM
didnt know about cl_timenudge, does it really help with the bullet reg?
From Q3 IO:
// cl_timeNudge is a user adjustable cvar that allows more
// or less latency to be added in the interest of better
// smoothness or better responsiveness.
int tn;
tn = cl_timeNudge->integer;
if (tn<-30) {
tn = -30;
} else if (tn>30) {
tn = 30;
}
cl.serverTime = cls.realtime + cl.serverTimeDelta - tn;So the valid range is (-30, 30). Apparently it allows you to change the client side servertime. What is the servertime used for? For client side prediction and interpolation.
#32
Posted 28 June 2012 - 06:54 PM
vid_ypos
vid_xpos
??
------------------------------------------------------------
tech battle evenings cup '09- *iOwn.
#34
Posted 28 June 2012 - 07:56 PM
we talked about thiss earlyer, u also used a diff vid_ypos & vid_xpos :#these are the coordinates of ur sof window if ur playing in windowed mode LOL
i just noticed im playing better when i change my vid_ypos to 69, but thats just me
------------------------------------------------------------
tech battle evenings cup '09- *iOwn.
#35
Posted 28 June 2012 - 08:00 PM
the fact i may have different values there is because ive ran sof in windowed mode few times and moved the windowwe talked about thiss earlyer, u also used a diff vid_ypos & vid_xpos :#
i just noticed im playing better when i change my vid_ypos to 69, but thats just me
u can try it urself, run it in windowed mode -> check vid_xpos or vid_ypos -> move the window -> check the values again
the cmd does nothing else, its all inside ur head
#39
Posted 29 June 2012 - 09:25 AM
if ur screen supports 120hz, its highly recommended to use it. theres a huge difference in smoothness between 60hz and 120hz.The default setting for r_displayrefresh is "0". Is there any diffrence if i put for example on "60"? (My display supports 60Hz/120Hz)
Or does it have no bearing on it?
#40
Posted 29 June 2012 - 09:51 AM
if ur screen supports 120hz, its highly recommended to use it. theres a huge difference in smoothness between 60hz and 120hz.
Yes it's true 120Hz is much smoother. The higher the refresh rate the higher is the smoothness, but combined with my 200fps/100maxpackets/80fov it makes me spray alot :S Im probably used to play with the 60Hz
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