pmove_fixed

Well, I recently remembered some test that ///PALE did concerning pmove_fixed, and it's implications in shooting.
As I recall, pmove_fixed 1 was more accurate than pmove_fixed 0, whatever com_maxfps used. (Although, I think that 125+ was even more accurate!)
Now, every cfg I see has pmove_fixed 0, and com_maxfps never more than 76. Why's that?
All in all, I'm just looking forward to some explanations and suggestions.
Comments
23
It only affects weapons with recoil as far as I know. That is, MG42, pistol, snipers and FG42. The most visible effect comes with the sniper, as it has the highest amount of recoil per shot.

I believe it's caused by the recoil "being applied" before the shot is actually fired. This way the bullet hits "slightly" above the point you aimed at. On your screen it could be just a bit above the visible scoped crosshair (it doesn't affect the nonscoped crosshair, as that doesn't have recoil), but in the actual game world it can be metres away from what you aimed at. Thus you'll seldom hit anything at longer range.

I haven't ever noticed any difference with pmove_fixed 1 when using the SMG.

E: And yeah, while pale did make something like that, as far as I can remember it only concerned the sniper, and it proved it to be less accurate with pmove on.
u forgot the k43 and garand from engineer
Parent
Does it have recoil? I thought the scoped rifle was the only rifle with recoil.
Parent
nope they got also a recoil :)
Parent
No they don't. You should be ashamed for not knowing your main weapon any better than that.
Parent
they have a slightly higher screenshake, no recoil
Parent
well i count that as recoil already, after is pissed me off when i begane to play the game
Parent
omg jorge omg
Get him to the Greek
Parent
this guy is beast!
Parent
tought with 0 it was more accurate,

also with 0, you have less recoil when you shooted a bullet @ sniper ( what burneddi said )
pmove_fixed 1 lags
This fuction runs once every client frame and this is where framerate dependant physics come. pmove_fixed is an attempt to level the playing field by running this function at a fixed rate (every pmove_msec milliseconds.) The default pmove_msec of 8 is equivalent to normal physics at 1000 / 8 = 125 frames/second.

To make it more clear: Person who runs the server can set pmove_msec value to whatever he likes, default is 8 like I stated up. Lets say you are playing on 100fps. If server pmove_msec is on its default (8) and you have set pmove_fixed to "1" you will experience 125fps-like physics (jumping higher etc.) when you actually don't have 125 fps. When pmove_fixed to 0, your physics are depending on your fps. (If you have 85fps you will play with 85fps like physics.)

After all this all is useless since b_fixedphysics are restricted to 1 in ClanBase configs.
b_fixedphysics is server-side setting (Set by server owner/config) which avoids rounding the velocity at all when set to 1. (Jumping higher with 43,76,125,333fps are caused by rounding errors). This removes the framerate-dependant behavior in your movement. So when b_fixedphysics is set to 1, it doesn't matter on which fps you play, your physics are the same, hence pmove_fixed 1 will lose its influence.



That's how I got it. Correct me if something wrong:s

EDIT: b_fixedphysicsfps will determine on which framerate-like physics you got. e.g set to 125 will lead to 125fps like physics.
Exactly the answer I was looking for.
Thanks so much!
Parent
b_fixedphysics is not exactly the same thing as pmove_fixed 1 is. It emulates the good sides of pmove_fixed (= the higher jump height) and does not include the bad aspects of it, such as the recoil error and mg42 and mortar aiming problems.

Quote by WeblionXb_fixedphysics is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all (Removing the framerate-dependent behavior in movement); however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds�no movement speed problems (as several people observed at 333fps) nor any of the problems that pmove_fixed brings with it (some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming), but the same jump heights trickjumpers would kill us for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.
Parent
76 fps because my pc can't handle 125
pmove_fixed 1 causes a little mouse lag for me.
i thought it was the other way around O.o but what hirvi said!
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