Originally posted by killingtime187
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Just pointing out there is a limit to that.
The *only* reason this is true (high fps = better LG aim) in a traditional NetQuake client (ProQuake, GLQuake) is that the code has mouse input and network and client-side physics (single player) all tied together ... which ideally it shouldn't be.
[FTEQW and DarkPlaces and modern Quakeworld don't have them tied together. DirectQ as far as I know untied the link between input polling and frames per second. This means DirectQ will poll your mouse the same (like as in fast, fast ...) no matter your frames per second. MH could confirm this, I'm only about 85% certain of this.]
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