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Topic: fps issue |
| [TheFORCE]~rb |
General Member Since: Dec 23, 2006 Posts: 580 Last: Dec 23, 2006 [view latest posts] |
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| [10x][Rabs Terror]~rb |
General Member Since: Dec 23, 2006 Posts: 504 Last: Dec 23, 2006 [view latest posts] |
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| Chicane~rb |
General Member Since: Dec 23, 2006 Posts: 424 Last: Dec 23, 2006 [view latest posts] |
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| Chicane~rb |
General Member Since: Dec 23, 2006 Posts: 424 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Monday, Mar. 29, 2004 03:28 pm |
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Source: http://ucguides.savagehelp.com/Quake3/connection.htmlsnaps The snaps setting is used to calculate how many gameworld updates you receive from the server. Usable range is 10 to 'server sv_fps setting' and defaults to 20. Version 1.17 of Quake3 forces snaps client side to a maximum of 25 or in some cases a maximum of 30. However the network code works in such a way that snaps should always be set to match or be above the server's sv_fps or a divisor of it. If a game server's sv_fps setting is changed from id software's default setting you may have to alter your snaps setting to compensate. As the optimal setting can be server dependant we suggest you use a snaps setting cycle script such as the one in the Script and Alias Replacements section. Leave snaps at your default until you encounter a server that needs a higher/lower setting. Currently we have seen servers running sv_fps ranging from 20 to 40 so the script covers that range. Example, you will notice on some servers in the UK such as Wireplay and Jolt which use a server side setting of 30 for sv_fps that your ping appears to be double, try using snaps 30. Due to the way that Quake3 interpolates the gameworld updates in a snaps packet for display you may find on systems with a very high com_maxfps, very low downstream bandwidth, usually 28800 BPS or less and very high latency, 300+ ping, that reducing snaps to minimum of 10 or reducing com_maxfps helps. See cg_lagometer for more information on how to adjust snaps setting. |
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| spike232~rb |
General Member Since: Dec 23, 2006 Posts: 5892 Last: Dec 23, 2006 [view latest posts] |
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| Crystal~rb |
General Member Since: Dec 23, 2006 Posts: 467 Last: Dec 23, 2006 [view latest posts] |
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| [TheFORCE]~rb |
General Member Since: Dec 23, 2006 Posts: 580 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Thursday, Apr. 1, 2004 01:22 pm |
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well u see i dont understand how my game acts the way it does only in this server when b4 it didnt. i go in a different server and i get 125fps constandly. i go to this server and the fps r all over the place they range from 10 to 125, u know how annoying this can be when u run around and ur fps just go up and down. i personally think the guy messed up his server. in fact heres the proof. this 1 server my game does this http://www.adelphi.edu/~shutad/screens1.zip and this http://www.adelphi.edu/~shutad/screens2.zip as u can see whats happening is very annoying and very hard to play in all other servers, my game does this http://www.adelphi.edu/~shutad/screens3.zip |
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| Arkhos~rb |
General Member Since: Dec 23, 2006 Posts: 228 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Thursday, Apr. 1, 2004 05:19 pm |
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He may have changed his max_rate / # of players to a higher number than his server can support. FPS are usually based on a few factors:
1 - the max_rate of the server must be calculated to provide bandwidth for each player based on the available upload speed. If a server admin has his max_rate too high, with too many players allotted, then as the server fills up the fps drop. For instance a T1 with 1.5mb upload can support (comfortably) 16 players with a max_rate of 10000. If the max_rate is set to 20000 then each player that joins that also has their rate set to 20000+ will use up the bandwidth before the full number of players join. It must be kept in balance.
2 - the map itself. Usually this is seen more with custom maps. Depending on the way the map was created you can have over 200fps looking one direction, and 25 looking the other. This is poor map design. Doesn't sound like it applies to your case, as you mentioned shop2.
3 - Client settings. make sure you set your rate, snaps, com_maxfps, and modify your video/graphic settings via the options menu.
Sounds like the first one may be your problem with this server. He may have tried to add more players or increase his maximum rate, but doesn't actually have the bandwidth to support it. |
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| Chicane~rb |
General Member Since: Dec 23, 2006 Posts: 424 Last: Dec 23, 2006 [view latest posts] |
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| [TheFORCE]~rb |
General Member Since: Dec 23, 2006 Posts: 580 Last: Dec 23, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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