Most engines use clever algorithms to keep the game balanced, and I'm surprised that the COD4 engine doesn't.[HOF]Mercenary wrote:
In the above post, notice the jump height, while the author does not mention ROF, FPS clearly has an effect on jump height, it does not seem as if you jump higher, you DO jump higher. Similarly, it does not seem like you fire faster, you DO fire faster.h4hagen wrote:
The name of the article is "The Sweet Spot"
But if you don't want to read it:As far as hard numbers are concerned.BashAndSlash wrote:
1. Given: Com_MaxFPS = 125
Best value for Cl_MaxPackets = 125, Jump Height = 48 (6.66% above a no roundoff jump)
2. Given: Com_MaxFPS = 76
Best value for Cl_MaxPackets = 77, Jump Height = 47 (4.44% above a no roundoff jump)
3. Given: Com_MaxFPS = 111
Best value for Cl_MaxPackets = 112, Jump Height = 46(2.22% above a no roundoff jump)
4. Given: Com_MaxFPS = 71
Best value for Cl_MaxPackets = 72, Jump Height = 46 (2.22% above a no roundoff jump)
5. Given: Com_MaxFPS = 55
Best value for Cl_MaxPackets = 56, Jump Height = 46 (2.22% above a no roundoff jump)
But, this isn't as hard to understand as some may think.
Basically, in game software, the code sits in quite a tight loop, something like this:
1. Process input.
2. Calculate physics.
3. Render graphics.
4. Go to 1.
The more often you go round this loop (i.e. the higher your frame rate) the more often the game processes the input (step 1), hence the more often your gun fires.