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 Cvars FTW!/Quake 3 engine is underrated!

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vcodslayer
Corporal - 1.3
Corporal - 1.3



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Age : 33
Join date : 2009-11-14
Location : Canton, Michigan

Cvars FTW!/Quake 3 engine is underrated! Empty
PostSubject: Cvars FTW!/Quake 3 engine is underrated!   Cvars FTW!/Quake 3 engine is underrated! Icon_minitimeThu Nov 19, 2009 10:10 pm

Quake 3 engine is underrated!

The server renders frames(the entire virtual world without perspective) at a set rate and, at the same rate, sends this information to each client as "snapshots". A client renders frames(the virtual world as seen by a 3d character) at a set rate. A client's monitor refreshes at a set rate. A client sends information updates at a set rate. A client receives information updates at a set rate.

"Registry" is optimal when updates traveling from the client to the server(packets[cl_maxpackets]) and updates moving from the server to the client(snapshots[snaps]) are flowing at the same frequency.

Display is optimal when the monitor's refresh rate(hertz[r_displayrefresh]) is equal to the virtual world's refresh rate(frames per second[com_maxfps]).

Connection is optimal when enough bandwidth[rate] is available and satellites are not involved in the route.

Gameplay is optimal when snapshots, packets, frames and hertz refresh at the same frequency and bandwidth is plentiful.

*FPS affects virtual physics, specifically jump height.*

*Hertz affects actual perception of the virtual world, specifically aiming precision and bodily maneuverability.*

Server:
/sv_maxrate "25000"
/sv_fps "100"
/sv_pure "1"
/sv_floodprotect "1"
/sv_allowdownload "0"

Client:
/rate "25000"
/snaps "100"

/cl_maxpackets "100"
/cl_packetdup "0"

/con_debug "1"

/com_hunkmegs "0.5*RAM" (/sys_sysmb=RAM)
/com_maxfps "100"

/cg_predictitems "0"
/cg_stereoseparation "1"

/mss_bits "24" (24 bit sound card required)
/mss_khz "48" (48 khz mode capability required)
/mss_erroronmissing "0"

/r_displayrefresh "100"
/r_ignoreglerrors "1"
/r_primitives "3"
/r_weightmipmaps "1"
/r_detailtexture "3"
/r_colorbits "32"
/r_texturebits "32"
/r_stencilbits "8"
/r_depthbits "24"
/r_verbose "1"
/r_mode "4"
/r_swapinterval "1"

Nvidia control pannel:
Anisotropic filter: 8x
Anti-aliasing: 4x
Multi-Gpu/Multi-Display: Single display performance mode

Sorry, ATI users, I've always had Nvidia.

Feel free to correct me if i'm wrong. :P

If you want help optimizing or an explanation of a console variable's(cvar) function just ask.

You are welcome to post anything involving "quake 3 engine" and "cod1v1.3 cvars".

Q3 theories and helpful cod1v1.3 cvars are appreciated.

Please, no off topic posts.

^^Bold indicates importance.^^
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