Closed kyle108 closed 2 years ago
Hello, there is no bug with sv_fps 20
or the default value being 30
, it's still 20
by default and still all default behavior.
First of all, you're using linuxjampded
, it should indeed display ping 48
with sv_fps 20
with the default behavior. But the ping calculation and some other code that change the behavior of the ping, got hooked and "fixed", this way the ping calculation is more accurate no matter the sv_fps
value.
When you set sv_fps
to 5
, you shouldn't be able to see a difference when putting /snaps
higher than 5.
The ping "fix" is in the patchnote pingfix (sort of true ping) & fix ping calculation (c318f53 & 0301bea)
.
I've compiled YBEProxy in order to try it on a
linuxjampded
server running atsv_fps
20, but turned out YBEProxy caps sv_fps at minimum of 30 for some reason, without mentioning it.When
sv_fps
is set to 20 or below, we can clearly tell that a server still runs at 30 FPS based on the following signs:Ping calculation is precise, which is not possible on
sv_fps 20
, where you should get rounded pings such as 48 for low pings etc. i.e if my current ping is 35, it will be 35 onsv_fps 30
, but onsv_fps 20
it will be approximately 48, which is normal due to impossibility of calculating precise ping on 20fps due to its natural limitations.When setting
sv_fps 5
, ping should double i.e. if my normal ping is 100 it should become 200, which doesn't happen because server continue operating atsv_fps 30
internally and ping calculation is precise.Client-side snaps react to sv_fps change that makes a misleading impression of changed FPS, but it's only because JKA clients cap
/snaps
to the current /sv_fps. When I remove this autocap from my client (by rebuilding OpenJK), the sv_fps changes become unnoticeable even atsv_fps 1
and server is playable, which is not normal.I didn't find any mentions of lower limit for sv_fps across your hackmd.io notes, but still would like to know if it's a known feature or something that you are unaware of and maybe a bug.