Full Version: Getting client FPS (not com_maxfps value)
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One major flaw of the quake engine is the round off bug which "is a bug that involves a numerical rounding error that occurs in the calculation of a player’s movement." Basically if the So a possible way to counteract this would be to get the client's fps and then adjust jump height/strafe distance/fall damage height accordingly from the client's side. So basically is there a way to get a client's fps (not using the getdvar function for com_maxfps as a lot of people set maxfps to values they dont always get so they would become slower than intended)?
Well I mean before the fps is displayed on screen it has to be measured first so there should be at least some way of monitoring it.
That's done via the engine. We cannot edit engine code.
Ah ok. Too bad...