An Explanation For Cloaking
Fin
Join Date: 2004-06-26 Member: 29551Members
There has been to much accusations of cheaters therefore: For the players who think cloaking works an explanation. Nada im using you as a example because its perfect. Nada is a skilled player with a crappy video card. Look at the picture and you will see that the filtering of the surroundings is so low that only the first 3 cm of his image are filtered. The rest is blurred. But take a look at the players and objects. No matter how far the object is, it is still clear. It is easier to spot a clear skulk as it is cloaking/decloaking to the blurred background and its edges. The only 2 ways to fix this are to buy everyone a good video card that not only can do 100 fps but can also manage it with AF 8/16. Or to force players not only to return the graphic settings to default but also to force them to use AF of 8/16. Of course this would mean that 50-80 fps would become 20-40.
Now why people use these settings is simple, they wants the most frames because they understands the importance of them. I have played both with low end video cards and high end video cards and trying to see a cloaker at 1600 * 1200 with AF 8 is near impossible but seeing a cloaker at 800 * 600 with AF 0 is easier.
Now why people use these settings is simple, they wants the most frames because they understands the importance of them. I have played both with low end video cards and high end video cards and trying to see a cloaker at 1600 * 1200 with AF 8 is near impossible but seeing a cloaker at 800 * 600 with AF 0 is easier.
Comments
Might I ask what kind of video card he uses though? We don't have much details on what he's using <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
From my experience anything alike a Geforce 2/ even Geforce 3 are not very strong with many objects in NS, and those settings above do help quite a bit.
I think it has to do with the aliasing of the player against the blurred texture maps on the world brushes o_O
Do player model textures blur in the distance just like how the map looks by any chance?
Don't get mad at me, we don't have any pictures of said cloaked skulks yet o_O
If you want to experiment with this. Turn of any AF filtering and see if you can see a outlines of a moving cloaked object. The progression lines will not be as close as they are in the above picture. On the other hand if you don't use AF turn, AF on to atleast 8x and see if it is harder for you to spot a cloaked object.
Oddly enough, Quake 3 is one of the few communities where 'configging' like that is widely accepted. For example, CS, you aren't allowed to go to detail that low at CPL. But at Quakecon they allow detail that low in Quake 3.
w/e, I just use normal settings. I can't see cloaked skulks.
I bet I could get 72+ fps if my monitor supported a higher refresh rate at that resolution. Do you really need so low settings? I could "extract" 30fps in normal hl from a 4mb Trident video card (No opengl and too slow in D3D, so I used software. My 300MHz processor didn't like it very much <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )and +- 12 in cs, although I never tested it in NS. (lol)
Ok ok I know bad video cards exist. When HL2 comes out, can you tell me how to do that? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
wait command is FPS dependent... It is normal to miss your timing that you get used to at different FPS...
poor nada.... too bad he has a crap vid card
The third page will speak about filtering methods.
I play on a 6 year old dell, and have almost no problem spotting cloakers
Shrug. I really wouldnt care if someone used em against me.