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Re: flood's input lag measurements

Posted: 05 Sep 2017, 17:41
by RealNC
1.6 has plain looking graphics, so it might invoke the feeling of being "lighter", and as a result give the impression that it's more responsive. CS:GO on the other hand has more "smudgy" graphics, with less sharp edges and high contrast, and thus feels more slow.

I suppose it's the same reason why Super Mario Bros on the NES feels more responsive than the SNES port, even though both perform exactly the same. The plain look of the NES version makes it feel "light" and responsive.

Re: flood's input lag measurements

Posted: 06 Sep 2017, 08:05
by lexlazootin
CS 1.6 would actually be worse because you play CS 1.6 with a 100fps cap.

Re: flood's input lag measurements

Posted: 06 Sep 2017, 09:17
by RealNC
lexlazootin wrote:CS 1.6 would actually be worse because you play CS 1.6 with a 100fps cap.
Why would you ever cap CS 1.6 to 100FPS?

Re: flood's input lag measurements

Posted: 06 Sep 2017, 11:06
by lexlazootin
Physics are broken above 100+

I know if you jump and land with more fps you get stopped for longer and i thought people played with 100fps competitively? You need to use fps_override to unlock it.

Re: flood's input lag measurements

Posted: 24 Aug 2018, 05:59
by Kulagin
RealNC wrote:
lexlazootin wrote:CS 1.6 would actually be worse because you play CS 1.6 with a 100fps cap.
Why would you ever cap CS 1.6 to 100FPS?
Mouse sensitivity is dependent on FPS. Idk about 100 FPS, but you definitely want to lock it on a number that you can constantly sustain. I personally have it on default of 300 iirc. I believe my PC can constantly sustain even 500 FPS but I still lock it at 300. There's something wrong with mouse sensitivity if I lock it at higher than 300 frame rates. I think devs meant it to be locked at 300.