protonscr

[CS 1.6 Beta] FPS dependence of rates

steamclosed Feature RequestreviewedMOVED: Counter‐Strike
ValveSoftware/steam-for-linux#1679 · opened 2013-02-13 by r3n4m3 · updated 2019-07-18 · 2 comments · github
Rr3n4m3 2013-02-13 github

If you have removed the restriction of frames per second, you should also remove the restrictions of the network code so that the frame rate matches the number of frames of the game world on the server, and therefore the number of packets from the client to the server / server to client.

Also, do not forget about the following topics closely related to this:

FPS-independent physics, as in shooting and in movement (in CS 1.6 equated to 100 FPS) https://github.com/ValveSoftware/steam-for-linux/issues/1399 https://github.com/ValveSoftware/steam-for-linux/issues/1267 https://github.com/ValveSoftware/steam-for-linux/issues/1218
Server commands limited client Cvars by: movement speed https://github.com/ValveSoftware/steam-for-linux/issues/1682, the number of packets transmitted. https://github.com/ValveSoftware/steam-for-linux/issues/1640 https://github.com/ValveSoftware/steam-for-linux/issues/1632
Ex_interp-automatic at the lowest possible settings with the data server https://github.com/ValveSoftware/steam-for-linux/issues/1644

Aalfred-valve maintainer 2013-02-15 github

fixed by #1704

Rr3n4m3 2013-02-16 github

It is not fixed, if u have not changed of rate, cl_cmdrate, cl_updaterate, ex_interp and etc to values with larger amount and limit only by the server.