Minimum Fps For Bhopping
Rapier7
Join Date: 2004-02-05 Member: 26108Members
<div class="IPBDescription">Topic says it all, really.</div> I've got a GeForce 2 mx400 32 megabytes graphics card, and the problem is that it sucks. Most games lag if I set my fps_max too high, and the highest playable fps that doesn't lag me during action is 25 fps.
I tried bunnyhopping on ns_bhop, and set my fps to 100, and it was incredibly easier to bunnyhop with higher fps. I haven't tested the inbetweens yet, but what's the lowest fps you guys have and can consistently attain speeds of at least 500?
I tried bunnyhopping on ns_bhop, and set my fps to 100, and it was incredibly easier to bunnyhop with higher fps. I haven't tested the inbetweens yet, but what's the lowest fps you guys have and can consistently attain speeds of at least 500?
Comments
I tried bunnyhopping on ns_bhop, and set my fps to 100, and it was incredibly easier to bunnyhop with higher fps. I haven't tested the inbetweens yet, but what's the lowest fps you guys have and can consistently attain speeds of at least 500? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
try changing your rates
not how much fps you get on custom maps (who the hell cares? this doesn't even have anything to do with the topic)
or
suggestions on making bunnyhopping easier
ok
where?
fine, lets say that on my old pc where i got 20-30 fps, i couldnt bunnyhop. i had read the tutorials and understood the technique but it simply wouldnt go.
i upgraded and within 15 minutes i was hopping around ns_veil
i think the line goes somewhere in 40-60 fps, if youre used to 100. of course some people might be able to tell that they can bhop with 30 fps or so. i think you have to do it a bit different with such a low fps though.
But no matter what fps youre getting..if its spiking around alot it can be hard to time your jumps properly
in steam, that dropped to 20fps, unbhoppable period
upgraded to 99fps, bhops fine in steam
i would say the treshhold is around 40fps tbh
The wait command is fps dependent. I think it only waits a single screen, so 3 frames out of 300 would be like trying to time 1 frame out of 100, or 100 FPS with no 3 jump script. Try using your mousewheel and it will be a lot easier as you don't need perfect timing, it's the amount of time in contact with the ground that matters. At very high framerates forward acceleration also appears slower but you have more air controll(abillity to turn quickly without slowing down).
at 20 FPS, if you miss a jump with one frame that's 5 ms you are in contact with the floor. There is a much larger granularity and the minimum punishment when you miss is 5 ms of friction while at 100 FPS it's a minimum of 1 ms. With mouse wheel or a 3 jump script it's not hard to consistently miss less than 5 frames at 100 FPS so this is quite a bit of an advantage with a high framerate. At really low framerates you have slow forward acceleration and low air controll. Bunnyhopping does need to be fixed.
Unfortunately I suspect that few of the people on this board are old enough, educated enough, or care enough to have understood that random outburst.
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setting your framerate over 99 [or 100 i think] makes you move slower <b>even just running along then at 99 fps</b>
try it out if you can get like 200 fps, you're actally slower vs's a guy getting 99.
if you bhop at higher fps's you will stay in the air longer, [you may jump higher, i'm not certain] but your basespeed is lower.
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words
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thanks professor
try it out if you can get like 200 fps, you're actally slower vs's a guy getting 99.
if you bhop at higher fps's you will stay in the air longer, [you may jump higher, i'm not certain] but your basespeed is lower.
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Base speed as meassured by cl_showspeed does not change, neither on server or client. Max jump height certainly doesn't change(make a 63 unit tall box, independent of framerate you will be able to jump up on it as marine; make a 64 unit tall box, independent off framerate you won't get up on that box.). What's most likely happening is some sort of rounding or timer issue.
I don't understand it completely but the server determines your movement, your client only predicts the servers result using the same physics code from pm_shared.c in the HLSDK(this is of course changeable to whatever you want in your mod. Hell you can have client and server disagree if you want to but that will cause prediction errors and your position will be updated to agree with the server). This makes FPS dependency as seen on a listen server(where you are the server) not entirely accurate with FPS dependency on a dedicated server.
In order for the server to do this properly it needs some form of timestamps to be sent so it knowns when you did what.
IMHO what's happening here is something like a speed hack. It does not interact with HL and does not change your actual speed in game(the variable in memory). It messes with the functions HL uses for keeping track of time and therefor indirectly with packets sent to the server, predicted physics, animations and everything.
I could well imagine that HL isn't using the high precision timer but measuring time from frame to frame with some less accurate windows function giving time in ms rounded in some direction.
FPS dependency for rate of fire does show discrete jumps at different framerates which is why I think there's some funky rounding going on somewhere: <a href='http://www.fortress-forever.com/fpsreport/' target='_blank'>linky</a>
As you can see, at 100 frames a second, you'll average about 10 milliseconds between each frame. So, if your "percent of one second" number is likely to cause more IEEE floating point errors in your favor and you've a steady FPS, you'll move faster, jump longer, and so on. So, if you multiply a "rounding error" by 100, it means much more than a rounder multiplied by 30.
Summed up, you need a combination of not only high FPS, but an average frame percent that causes more floating point errors that other numbers.
Here's a quote for example code to make it much clearer, with a very slow error accumulation and rounded under
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[C#]
double d = 1.37;
double sum = 0;
for (int i = 0; i < 1000; i++)
sum += d;
Console.WriteLine(sum);
[Visual Basic]
Dim d As Double = 1.37
Dim sum As Double = 0
Dim i As Integer
For i = 1 To 1000
sum = sum + d
Next
Console.WriteLine(sum)
Now everybody knows that 1.37 times 1,000 is 1370, right? Would it surprise you to find that the output from the program above is 1369.99999999998?
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I tried bunnyhopping on ns_bhop, and set my fps to 100, and it was incredibly easier to bunnyhop with higher fps. I haven't tested the inbetweens yet, but what's the lowest fps you guys have and can consistently attain speeds of at least 500? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Strange... I use the same card and I get 60 fps no sweat. I never bothered setting the fps_max higher so I can prolly get higher fps.
Yes that's true. However, since HL is freaking ANCIENT, it doesn't really batch anything in the way modern applications do so it does a rediculous amount of unnescessary calls to openGL. This is on the order of 50-100% more CPU intensive on ATi cards in my experience than it is on NV cards(this doesn't apply to new-ish openGL games). I keep a ti4200 around just in case I want to play HL for extended periods of time.
While my 9800 pro does 1280x1024 with 6x AA and 16x AF with vsync on and triple buffering with ease unless there's a silly amount of umbra and the like, the max framerate is lower. If I go down to a low resolution with only a little AF being applied the old ti4200 will be anywhere between 1.5-2x faster.
*cough*
erm? wha?
wouldnt that be detected by concistency?