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	<title>Monk's Blog &#187; Search Results  &#187;  sv_fps</title>
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	<description>GSP Info</description>
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		<title>sv_fps on CoD4</title>
		<link>http://people.summit-servers.com/monk/2007/11/16/sv_fps-on-cod4/</link>
		<comments>http://people.summit-servers.com/monk/2007/11/16/sv_fps-on-cod4/#comments</comments>
		<pubDate>Fri, 16 Nov 2007 22:17:36 +0000</pubDate>
		<dc:creator>Monk</dc:creator>
				<category><![CDATA[Game Stuff]]></category>

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		<description><![CDATA[Running servers with sv_fps 30 is stupid, because sv_fps is used for physics, etc. also, there are timing issues with events no longer happening on exact frame boundaries, but rather events happening a frame too late. Here&#8217;s my post on the CAL Forums. You can&#8217;t fix a majority of the problems with scripting, you&#8217;d need [...]]]></description>
			<content:encoded><![CDATA[<p>Running servers with sv_fps 30 is stupid, because sv_fps is used for physics, etc. also, there are timing issues with events no longer happening on exact frame boundaries, but rather events happening a frame too late. </p>
<p>Here&#8217;s my post on the CAL Forums.</p>
<blockquote><p>
You can&#8217;t fix a majority of the problems with scripting, you&#8217;d need engine source to properly fix it, instead of using bandaids (scripting)</p>
<p>When you raise sv_fps to 30, quite a few things happen, and there are more downsides to raising it than upsides.. also; there are more issues with it being anything other than 20.. I just post the signifigant ones.</p>
<p>- Physics get whacky. Some/most/all physics that are hard coded to sv_fps 20 wake up too early/too late. They can be fixed, but they won&#8217;t be as accurate as they would be with it being 20, since 30 doesn&#8217;t divide evenly. Timers are the most common thing to get broken.. Any animations that are controlled server side can also be broken.</p>
<p>- G_RunFrame() is called at 33.3ms intervals on the server. Sometimes, it will get called a frame or 2 late, or 2 early, because of rounding errors.</p>
<p>- Prediction gets fubared, since the built-in engine lag of 50ms is reduced to 33ms, which means there isn&#8217;t as much data to predict/interpolate for. High pingers notice this more than low pingers (you can even debug prediction errors to see for yourself)</p>
<p>- Antilag is affected, but nobody uses it because it&#8217;s broken. I think IW used/uses a point release from ID with busted antilag. </p>
<p>I&#8217;ve always told people to stick with using sv_fps of 20, because things are hard coded around it, and fixing them gets messy.</p>
</blockquote>
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