SACC was just having the higher-tickrate this is something different
to many laggots with there shit tier connections complained so they relocked it (epic face palm)
it does use more cpu at 20 snaps because its having to wait longer between iterations so its effectively burning cpu time,let it burn cpu cpu power is cheap vps's are cheap a recent xeon isn't going to balk at running 20 year old quake 3 with the timer running in step with the snaps which is what this patch does
@Barbatos
I say just keep the god dam sv_fps cvar unlocked let server admins decide what they want
its not like running two servers is a problem can run one 20 server and one 60 leagues with 5v5 would especially benefit from having it
if you are losing enough packets where you can't handle running quake 3 at 60 snaps then you should probably get off the internet \
no other quake 3(COD,Trem RE:Actionq3,Quakelive) based game on the planet seems to have a issue with accepting the fact that people with shit connections are going to have a shit experience but no here in UrT people with good connections are expected to have the shit experience, and deal with what I consider cheating which is craptacular players with craptacular connections being near unkillable because the tick is so slow.
the most 'vocal'(and by vocal I mean stupid) players that complained where people that were suddenly getting pasted, because they had zero hits and tons of antilag/prediction induced jitter. or didn't brother to correctly configure there cl_maxpackets and rate <-- this is huge at 60 snaps
because suddenly ANYBODY with a decent connection that shot in there general direction absolutely wasted them, in most cases they never even saw it coming they were just BOOM DEAD,because the netcode was doing its job and for once in 15 years and there wasn't any shenanigans with positional tracking on the server
I say *@!# yea to that because thats the crap people have to deal with at 20 snaps. when they are unhittable and sending bullets around corners or jumping up and down like a coked out bunny rabbit spraying everybody in there path
before somebody makes the argument about how everybody has a right to a fair game, re-read this post a couple times let it sink in
so what you expect unreal 4 to handle that packet loss any better LOLNO its going to be just as bad, if not worse because client prediction, if also played UT4 it warps more then a trek marathon at the slightest touch of a connection quality issue
This post has been edited by Makeurtgreatagain: 20 January 2018 - 06:59 AM