Investigate using sv_fps 40
as a default
#2555
Labels
cat: mod
Category mod (generic)
P3: Normal
Priority 3
📝 Task
Indirectly related to code: libs update, documentation
Milestone
A lot of effort has been put into fixing
sv_fps
-related issues, so much that most competitive gameplay is now done withsv_fps 40
. Unfortunately, most casual players won't get to experience this increased tickrate, despite it being beneficial at all skill levels.There are many advantages to running a higher tickrate on public servers or local matches:
In terms of CPU/bandwidth requirements, I don't know if it's been tinkered with recently, but I'd expect most public servers to be able to run
sv_fps 40
without trouble.It might be challenging for the largest active servers like TeamMuppet though (with their 48-player + 16 spectator limit), so perhaps the tickrate should be decided depending on player count (with
sv_fps
being adjusted every few minutes to account for the current player count). Adjustingsv_fps
during gameplay will cause a small stutter, so we should ensure this isn't done during the heat of the action (e.g. in the last 2 minutes of a match). It should preferably done when many players are wounded or dead, so that fewer players will notice the tickrate change kicking in.For instance, this could be controlled with the following cvars:
This is pending on #1637 to be fully resolved, but from what I've seen, most
sv_fps
-related issues either seem to be resolved, or are hard enough to notice at 40 Hz.Note that if we carry over this change, it might be worth using
cl_maxpackets 125
as a default as well to further improve smoothness and reduce jitter (the current default seems to be100
).See my comment over on Xonotic's GitLab for more detailed rationale. There are already at least 2 id Tech 3-based games defaulting to 40 Hz (Quake Live and Unvanquished) - let's try to make ET:Legacy the third one 🙂
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