Posted by nemecel @ 08:15 CST, 15 November 2014 - iMsg
QW is the most smooth feeling game out there. What does it? And who else doesn't have much more in modern fast paced FPS like Reflex in achieving this level of smoothness?
It seems like as computers get faster, everything run on them gets way more memory heavy to compensate.
Internet speeds are 10x+ faster than they were 10 years ago, but web pages still take as long to load!
Most websites are hosted on overloaded Apache servers by hosts whose host millions of websites.
Internet speed is only half the solution, it down to whose hosting the content you're requesting and what bottlenecks they<< have.
As long as they deliver acceptable performance, you can bet they'll keep their delivery speeds at a minimum to ensure they can host more accounts per server.
Also, webpage are in general more bloated and image/flash heavy than they used to be specifically because people expect that they will be manageable with today's faster internet speeds.
Also, webpages are now more often made in web-design software, rather than coded by hand. This results in code/page bloat which also increases bandwidth needs.
The result of course is with all factors combined, pages are just as slow (or sometimes worse) than in the past.
Simple well designed webpages load fast. If you look at the source for a lot of the most-trafficked websites in the world (like the main page for google.com), you'll see that page optimization is a big deal for them, whereas a lot of companies simply don't care.
Yea I would say 77 serverfps aswell.
I was so disappointed that they went with 40 with Reflex. I mean its soon 2015, do we really not have the bandwidth for more? Everything is inter and extrapolated. Like skating on ice..
Here's what I don't get tho. Spectating games in QW is horrible for me. The gameplay is great, but specting games feels jerky and unsmooth. Why?
Oh, my cursor gets really jerky when the server list is full, i cant barely move it.
That sounds extremely weird, I don't know. Maybe try sys_highprioirty 1? Spectating is actually via smoothed mouse movements of whoever you watch. They are rounded out to save on bandwidth, etc. So spectating or watching an MVD you don't see the exact mouse movements players make.
I kinda have the same experience and when spectating via qtv it's a lot smoother than when spectating the good old fashioned way.
Once I found that I got vid_vsync enabled automatically while spectating for some reason. Helped to remove that but still don't feel as solid as QTV (where you're essentially streaming a mvd demo).
some providers used to have 10,000 fps source engine servers, probably still do. all competitive l4d servers i played on were at least 500 fps, most 1000 fps from nfo.
I agree about the game engines of yesteryear is MUCH smoother in comparison to modern engines.
Also, someone qualified might be able to answer a BIG problem of mine i have with pc gaming today:
Why are engines so locked down? you cant change anything almost. Everything is bound to states and saved in binary files etc. No clear cut config files for settings or scripting languages like tribes2 had.
I hate it, idtech5 and is completely locked down, i hate it. Unreal engine games are the same. You cant even change mouse sensitivity via console anymore. For me, that ruines a BIG part of why playing games on pc is great. Being able to customize whatever decisions was made by the devs, that i do not agree with. Bobbing, fov(why would you add fov slider, and lock it to horizontal fov 100?! that completely defeats the purpose! 4:3 gaming is narrow as ever) sensitivity is a non-descriptive slider without values, or too few values like an unreal engine game wich is locked at intervals of 5, how insane is that? you can have 5cm 12cm 18cm for 360, that's simply not fine grained enough imo.
Is it something along the lines of carmack and other engineers saying: "we've done it wrong all these years, this is the right way to do it" because it prob is from a programming standpoint, but from a user experience standpoint it's absolutely debilitating! i fucking hate devs for doing this, we've gone backwards!
That makes no sense. There's a menu system for casuals? always have been. The even add somewhat useful fov sliders. But that was only necessary AFTER they COMPLETELY do not get how fov works. It's not HARD. Fov 50 WILL NOT WORK when sitting up close to a 19" or bigger, and fov 90 will not work when on a tv 4m away. But developers seem to be completely lost as how to use fov settings.
Another gripe with fov and distance, is fucking textsize. It's like they designed the textsize in the studio while sitting up close to the big tv, and then adjusted the fov for a tv 4m away, but the game still gives information in fontsize 8, when fontsize 20 was needed.
I feel like no one knows how to program anymore. It's like hey your game would be 10x better with this feature, and they're like "uhm, but that would require writing code, what kind of software developer does that?"
You might be right, but im more on that it's a deliberate choice, since you cant change values of some cvars THEY determined, but others are fine.
It's gone overboard and are ruining pcgaming, id tech and unreal engines are worst at this. I don't know what Cod games do today, or csgo for that matter, but i cant imagine it being as bad.
My guess is: cross-platform developing. Most games on pc are either AAA console ports or indie games. Both are not targeted towards high-end pc users who want to tweak the shit out of it because they know and they can. I doubt these cross-platform engines are even made to deal with different setups etc. Its only made for mainstream users on mainstream machines. Instead of making a good tweakable engine it seems it's more cost efficient to set the game to a f'ed up lower resolution, so EVERYONE can experience that silly effect at min 20fps.