FPS enquiry..
while testing different rates of com_maxfps i have noticed that when set to 39.9 i achieve a noticable drop in ping time on the lagometer, this goes from my constant 40ms (achievable with 125fps) to 25/26ms for 30secs or so, this then goes up to 50ms with no detremental effects on the graphics/frame rate etc and holds steady at 50 for short while (no spikes at all in lagometer at 25 or 50). ping then drops again to ~25ms, this cycle of events reccurs about every 30secs - 1min
the strange thing being, ping time on scoreboard shows constant at around 58ms which is my usual (when running at 125fps at constant 40ms in lagometer) its the same for me whether the lagometer is showing 25ms or 50ms, the case is not whether the scoreboard pingtime is innacurate (i am used to this showing at a higher limit than the actual lagometer) but why not the fluctuation on scoreboard?
anyone like to try it and see if you get same results as me, let me know i would be grateful.
my thoughts are:
1) is this a true reflection of ping time in lagometer?
2) if so, can i keep this ping time (25ms) constant by using another cvar?
electrons will never get any faster.
for good smooth connection use values which are factors of maxpackets or the same depending on how powerful your computer is.
gah, pc crashed while i was writing
to 1: It is not true reflection of ping time in lagometer - same as ping is not true reflection of how the game sees stuff.
Q3 engine does most stuff pretty linear after each other and is based in frames, cpma even measures stuff in fps, means on 125 fps you have timestamps of 8msec.
This effectivly causes that even if you drop your ping from 87 to 81 it would still happen in the same frame 11.
to 2: try cl_timenudge
The effect you described isn't not important since it doesn't change a damn thing - however I guess its created by 40 fps limiting q3 to timestamps of 25 msec - if you use 39.9 you are exactly a bit longer then 25. Your ping probably drops down to 25 since your pc thinks its one timestamps, until all of the bit 'longer' of 25 adds up so stuff happens in next frames - which is obviously a ping of 50 then.
Considering this, you don't gain any ping advantages, rather a disadvantage.
edit: compare leap year.
true, then why the dip in ping? maybe its internal (pc based) - not needing to draw as much info on screen, reducing communication time to server?? i dunno, but if there is a way to drop ping times its worth exploring, maybe you could look and see if you have same effect on this setting?