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Hit Detection Explained Rate Topic: -----


#2 User is offline   HoboHumpinSlut (old) Icon

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Posted 15 August 2006 - 01:15 PM

that is just a guess, right?
servers would break down under that kind of load...


#4 User is offline   HoboHumpinSlut (old) Icon

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Posted 15 August 2006 - 01:31 PM

exactly...it wouldn't add much to realism or hitdetection...but would raise the server load heavily

fyi: baseq3 does this only for grenades and rockets and other slow projectiles like plasma...the machine gun does full traces. i.e. the bullet exists all along the line. i can't imagine q3ut does that differently


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#7 User is offline   mitsubishi Icon

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Posted 15 August 2006 - 01:42 PM

'tickrate' in q3 is sv_fps (on server) and snaps (on client). in urt 3.7 that's locked to 20, or 20 frames per second. it's the snapshots per second, or 'what's going on in the game world' per second.

btw, it may be suggested 'cpu drain' is the most fundamental reason currently for 'lost hits'. unless servers limit cpu usage that doesn't seem to be the case. on a pentium-m 1.6 (a laptop) I've seen a full 16 player server absorbing around 10 percent cpu.

a higher sv_fps/snaps value may improve 'accuracy' of the gameworld in general, which has been suggested before, but has its critics.


#9 User is offline   Snoppis (old) Icon

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Posted 15 August 2006 - 01:47 PM

the hitdetection in 3.8 is very good tbh

#10 User is offline   mitsubishi Icon

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Posted 15 August 2006 - 01:52 PM

it has been suggested by some before to increase urt's sv_fps of 20 (or allow a range), but dunno if they have considered or tested something like that  :roll:

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