W singleplayer w żaden sposób mi to nie przeszkadza, natomiast w multiplayerze znacznie bardziej komfortowo się gra. Przy większej ilości klatek zmienia się fizyka gry np. szybciej się biega, mniej słychać kroki.
So how does the framerate affect player physics?Basically, your position is calculated every time a frame is rendered by Quake.So if you are using a higher framerate, your position will be calcualted more times per second. In Quake 3, the standard gravitational field strength is 800 units/second2.Also, as there is no air in Quake, there is no air resistance to affect your movement.When you press your jump button - whether you are stood still, running, whatever - you are instantly given a vertical velocity of 270 units/second upwards.This initial velocity is fixed and never changes.So, when you jump there are 2 factors involved: 1) Your 270 units/second of upwards velocity and 2) The 800 units/second2 of deceleration caused by gravity. As Quake has to calculate your position for every frame, it calculates the effect that gravity is having on you every frame.However, every time it calculates your new position, direction and speed, it has to remember that the Quake world is discrete. It is all based around a very fine grid matrix where the smallest division is called a unit.Therefore, when it is calcualting players' positions and velocities etc., they cannot be half-way between one unit and another unit.They have to snap exactly to an exact position, to a particular unit. There is no in-between.But the biggest effect is due to the velocity also being rounded to an integer, in order to save bandwidth, which gives large framerate-dependent rounding errors. This means there is a rounding error in the results of Quake's calculations and it is these rounding errors which causes the differences in movement - most noticeably when jumping. Indeed, many players say they feel like they are 'floating' when they first try one of the magic framerates that has a large effect, such as 125fps. However there is another side to the story.Just as some framerates can appear to reduce the effect of gravity, others can actually appear to increase the effect of gravity, which can serve as a disadvantage through loss of height.
com_maxFPSThis is the maximum client framerate permitted.The only valid values are those which are equal to (1000/x) where x is an integer, as Q3 measures frametimes using millisecond integers.So for example your 125fps comes from (1000/8 = 125).If you try and set maxFPS to an invalid value, you will get the next higher value.1000/3 = ~3331000/4 = 2501000/5 = 2001000/6 = ~1661000/7 = ~1421000/8 = 1251000/9 = ~1111000/10 = 1001000/11 = ~901000/12 = ~831000/13 = ~761000/14 = ~711000/15 = ~661000/16 = ~621000/17 = ~581000/18 = ~55etc.cl_maxPackets and com_maxFPSThis is where your graphical framerate affects your connection.The actual number of packets you can send to a server is either one every frame, or one every 2 frames, or one every three frames and so on.So if you are running at 125fps, your possible packets per second are: 125/1 = 125125/2 = ~63125/3 = ~42125/4 = ~32So if you are using maxPackets 100 at 125fps, you are NOT sending 100 packets per second, you will send one packet every 2 frames, which is 62.5 packets per second.And if your framerate drops to 100fps, then suddenly you will be able to send one per frame, and will get a jump from 62.5 to 100 packets per second. 100/1 = 100100/2 = 50100/3 = ~34