as i have already argued that point much earler in the thread:
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hit detection is a server side thing and is limmited to the number of updates a second you share with the server, hence haveing a higher fps than that would not make it any more or less likely that you hit your target.
And the setting that controls the number of updates per second to the server is.... <drumroll>
com_maxFPS, the very same setting you seem to be obsessed with capping all the time. So while everyone elses' machines are barreling on forward and sending everything as fast as they can to the server, you are making your setup "superior" by limiting what the server can see from your machine.
Ding, ding, ding, we have a winner folks, thanks for playing.
while it is true that you only move in 12 degree increments while doing a 360 at 30fps you can fire at anyone of one of the 200 times
So what if you can fire? Who in their right mind is going to fire when their weapon isn't aligned with the target? Or are you now advocating that everyone should be guessing what they're going to hit in between the weapon stuttering on a low FPS system instead of actually seeing what they're hitting on a high FPS system?
Is this what all your gaming experience has taught you? That it's better to guess where the target is rather than to actually see it on the screen?
Good lord. :Q
i never said you were controling anything at that point,
Then how the hell can you claim that 3D games, which you are directly in control of, can be directly compared to cartoons, which you have no control of?
and the orginal quote with the part you ignored in order to make it apear to suport your argument in boldface:
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that is with the exception of q3 engine games where i insist on a prety much locked 80fps in order to both assure maximum jump height
Which is exactly what I've been trying to hammer into you during all this time. Picking a magic number tells you
nothing because there are
many other factors at work. By your own admission 80 FPS makes a difference over 40 FPS because of jumping or more specifically, with the dynamics of the game physics.
Yet despite this you continue to trip over your own arguments and continue to scream about how 40 FPS is enough. Step back for a minute, read all of your arguments and you'll see what utterly flawed logic you're employing. You're constantly contradicting yourself and changing your story everytime it suits you.
btw, i never claimed to be a "hardcore gamer" either
Oh come on now, the way you talked about defending ladders and issued challenges to me made it implicitly clear that you are. Yet I never believed this based on your rather bizarre comments in this thread.
The prog Mingon gave was very informative but of course synthetic and not indicative of real world perf. It is important to rem that this prog was written to purposely show the advantages of high FPS, the synthetic motion involved is very well thought out to demonstrate what will never happen in the actual gaming world.[/
True but as I pointed out before it'll have an even bigger impact in gaming because it's fully interactive. If you can see the difference with a simple rotating rod imagine how much difference you'll see in the game when you're trying to rail someone on the other side of the arena, for example.
Also if you're doing something like standing still and watching an animation in the game it'll have a similar effect to the program.