Server framerate | Best angle with cl_fs = 200a |
Best angle with cl_fs = 400b |
Best cl_fs when parallelc |
Maximum possible speed |
---|---|---|---|---|
(fps) | (degrees)d | (pixels/s) | ||
10e | 24.9 | 7.0 | 500 | 326.6 |
11 | 19.7 | 1.4 | 390 | 332.7 |
12 | 15.5 | -2.8 | 340 | 339.4 |
13 | 12.7 | -7.0 | 310 | 346.7 |
14 | 9.8 | -9.8 | 280 | 354.2 |
15 | 7.0 | -11.2 | 260 | 361.9 |
16 | 5.6 | -14.1 | 250 | 369.5 |
17 | 4.2 | -16.9 | 230 | 377.2 |
18 | 2.8 | -16.9 | 220 | 384.9 |
19 | 1.4 | -18.3 | 210 | 392.5 |
20f | 1.4 | -18.3 | 203 | 400.0 |
21 | 1.4 | -18.3 | 207 | 407.0 |
22 | 2.8 | -16.9 | 211 | 413.1 |
23 | 2.8 | -16.9 | 215 | 418.7 |
24 | 2.8 | -16.9 | 219 | 423.5 |
25 | 2.8 | -16.9 | 222 | 427.6 |
26 | 2.8 | -15.5 | 225 | 431.6 |
27 | 4.2 | -15.5 | 227 | 435.0 |
28 | 4.2 | -15.5 | 229 | 438.2 |
29 | 4.2 | -15.5 | 232 | 441.2 |
30g | 4.2 | -15.5 | 234 | 443.8 |
31 | 4.2 | -14.1 | 235 | 446.2 |
32 | 4.2 | -14.1 | 237 | 448.4 |
33 | 4.2 | -14.1 | 239 | 450.6 |
34 | 5.6 | -14.1 | 240 | 452.6 |
35 | 5.6 | -14.1 | 242 | 454.5 |
36 | 5.6 | -14.1 | 243 | 456.2 |
37 | 5.6 | -14.1 | 244 | 457.7 |
38 | 5.6 | -14.1 | 246 | 459.2 |
39 | 5.6 | -14.1 | 247 | 460.4 |
40 | 5.6 | -14.1 | 248 | 461.8 |
41 | 5.6 | -12.7 | 249 | 463.2 |
42 | 5.6 | -12.7 | 250 | 464.3 |
43 | 5.6 | -12.7 | 251 | 465.4 |
44 | 5.6 | -12.7 | 251 | 466.5 |
45 | 5.6 | -12.7 | 252 | 467.5 |
46 | 5.6 | -12.7 | 253 | 468.5 |
47 | 7.0 | -12.7 | 254 | 469.5 |
48 | 7.0 | -12.7 | 254 | 470.2 |
49 | 7.0 | -12.7 | 255 | 471.0 |
50 | 7.0 | -12.7 | 256 | 471.8 |
cl_forwardspeed
.
cl_forwardspeed
.
cl_forwardspeed
if you run parallel to the wall
sys_ticrate 0.1
have this
fps. As you can see, wall-hugging isn't worth bothering with on these.
sys_ticrate 0.05
(the default)
have this fps. Here you get useful results.
Getting these results involved all kinds of messing around including building some bot-like players that would run the experiments and using them to collect thousands of sets of data. I found it fun, but I think there is probably something seriously wrong with me. People who helped with this "cyberscience" by running tests or writing utilities include Stefan Schwoon, Nolan Pflug, Yonatan Donner, Patrick Cupka, Drastic_Man, and Chris Longden - my thanks to them all.