Hello everyone. I don't plan on posting any information on a 360Hz monitor as you have specific threads on that and my information is anything but specific. This is information for Quake 3 engine users who seem to forget why we need higher refresh rates reaching at least 333Hz but at least 250Hz or at least 125Hz for magic number matching on Q3A engine. Albeit other magic numbers do have some benefits of certain things in regards to framerate and packet programming. Albeit I'll leave this only to 125, 250, and 333 and why these three numbers pop up more than any other magic number found in Quake engine.Chief Blur Buster wrote:Note: Academic discussion about quirks of Quake 3 engined games that has quirks with high frame rates, that players can tune for. Mainly of interest to Quake 3 engine users.
idtech3 or Quake 3 or Q3A engine was probably one of the most popular DX9 engines available and to this day many still play old games or use the idtech3 base like Call of Duty or Wolfenstein: Enemy Territory(F2P popular among older computer users). Shame Counter-strike wasn't ported to the superior Quake 3 engine since Counter-strike is an awful game with an awful engine sticking with the Quake 2 engine. Sometimes I wonder what would have happened to CS if Q3 engine was used instead. Maybe I would have liked the game more and stayed playing it longer alas it still stuck with a highly modded quake 2 engine and an awful conversation at that.(And yes if your wondering I can explain many reasons why Counter-strike sucks, this isn't a rant, an actual tremendous amount of information as to why the game is awful. Probably a good 15-30 minute read as to why it is bad.)
First let me point out there are magic numbers the three most prominent numbers found among Quake 3 engine is 125, 250, and 333 FPS. Some might state the cl_maxpackets maxes out at 125 thus 125 is perfect number but there are benefits to going higher at specific intervals albeit some servers kick rarely if ever ban for having higher FPS than 250. There are some paranoid people who believe computers should perform less and give less benefit of higher FPS. I've even seen some servers kick for over 125. Most of these benefits are found better in the Call of Duty series or more specifically normal shooters. Quake 3 Arena basically it helps but since the game is more equalized in terms of armor and weapon damage it helps not by a huge amount as it requires a good player but non-the less it helps.
Some might have studied 400/500FPS at 400 and 500 FPS you become heavier(I believe you run slightly slower as well) on Q3A engine thus you can fall down and suffer damage or death from heights that supposedly do little to no damage.
Another magic number at the high end is 15,000, if I recall correctly. Apparently at 15K it multiplies the dynamic lights and while it doesn't perform lag it slows the time of the engine. People have stated other magic numbers are available at even higher intervals but apparently at 15K or so the game engine lags not the game itself the game runs fine but the amount of dynamic lights multiplies and performs some sort of time dilation oddly enough again as mentioned the game runs fine.
The big three magic numbers found most commonly on power users is 125, 250, and 333 FPS. At these framerates the engine optimizes the character in a strange way by benefiting them in many ways.
- 125, 250, and 333 benefits:
1. Higher jumping both vertically forward/backward/sideways and horizontally up/down. Less advantages in Quake 3 since you jump a lot but more for ground shooters. Funny enough back in CoD4 Backlot at 250/333 you can jump out of the map not even needing to do a rocket jump with RPG so you can camp the back unaccessible part of the map albeit you will run out of ammo and might need to suicide to return back to the playfield. Albeit on a personal note if you play Opfor with M240 and a few nades you can dominate the map by nade spam strat, flashbang, shooting M240 and controlling Marines especially using the two machine gun nests found on the buildings. I've gone as high as about nearing 100 kills before the match is over even on extended map times for some servers who mess with the time. Also to be pointed out this strategy needs radar UAV map showing as you will mess with the spawn and can spawn camp once in a while. It's kinda like Shipment you do a farming domination match on Shipment and can control the spawns by spawn camping and flipping spawns. In Backlot the game spawn flips to Opfor location for Marines so they can break the stalemate and push Opfor out of the way through backspawning. Just some advice from the old days playing CoD4 and noticing you need to keep your eyes peeled for backspawning that the game does due to developer feedback on spawning. It's basically a method to reduce spawn camping or domination and make domination more competitive albeit it's a silly feature and might bother some players who rely on spawn camping to dominate the map especially Pubstars or people who have highend equipment are good and use lower sensitivities to win matches. Or especially old Wolf:ET players who rely on spawn camping to dominate the game. Like playing Axis in Oasis camping them with MG34 then switching to Mortar and mortar spamming the allied spawn camp. As long as your team controls any stragglers that might escape you pretty much have the best Oasis strategy especially as axis pushes into the building hallway and underground well as well as the central cave.
2. Improved Hit registration: Yeah 125, 250, and 333 especially 333 allows you to hit better and improves the detection of hitpackets of Quake 3 engine also makes use of projectiles so both hitscan weapons and projectiles improve their hit detection.
3. Improved Hit avoidance: You can avoid being hit better and thus you register less on other people. Even if they use cl_snaps 30 to increase the server frame sending/receiving from 20FPS to 30FPS. It's just makes you dodge more even surprisingly more to some people. I believe some people have been told directly about "bullshit" shots from high FPS dodgers using 125, 250, or 333FPS. I'd wager to state this benefits more CoD players and Wolf:ET players rather than say Quake 3 Arena. There are benefits don't get me wrong but Q3A is so fast paced that the improvements are more behind the scene, subtle really albeit the benefit is there.
4. Silent running: Every 3rd footstep is masked completely doesn't register at only 333FPS. So you'd be surprised at some headphone/speaker users who go "Why do you walk or run so weird you only register a few steps". Kinda similar to the Panther XL controller which uses an analog flightstick to analog control the character. In Quake 3 you control the hips so the character moves funny, people literally see the character move in odd ways rather than normal keyboard run. This also applies to both Joystick-mouse and Joystick-trackball(rarity hardly anyone plays like this since good trackballs aren't made for gaming) players. The Panther XL uses a trackball on the left and the joystick on the right.
5. Faster gun shooting: Since 125, 250, and 333 at 100% directly interferes with the engine in magic numbers the benefit is faster rate of fire. Surprisingly some people can pick up on the action and ask why your shooting so fast that doesn't make sense. Even though in Quake engine higher FPS equals faster shooting as the shooting is calculated more buffered into the frame rate. The specific 125, 250, and 333 FPS makes for specific benefits for faster shooting. Basically every increase in FPS increases fire rate to a normalcy of higher output but 125, 250, and 333 do so at a slightly noticeable higher amount. Particularly with their benefits to hit detection since those specific numbers mess with hitreg on your part.
Also this requires 100% 125, 250, or 333. So if your computer is good enough and maxes out the game make sure it's outputting those framerates a lot of people might get it in their own private server but when playing public their FPS tanks. I'm sure some of you guys probably get thousands of FPS on old quake 3 engines so that ensures you got all three minimum, average, and maximum framerate set at 125, 250, 333 or any other magic number 100% of the time.
I should also point out Quake 2 might have some magic numbers available but they don't do what Quake 3 does. This is probably one of the reasons why Quake 3 is the standard when it comes to these magic numbers in comparison to the older quake 1 and 2 engines.
http://esreality.com/post/2501374/com-maxfps-250/ A link of someone with reasonable information who did their research about 125, 250, and 333 FPS. Mostly concerned with jumping but funny enough mentions other attributes as I mentioned.
Another website mentioning the magic numbers https://www.crossfire.nu/tutorials/26/b ... connection
He states the 333FPS dodging/unhittability is more for RTCW but I would not be surprised if it's still around for Wolf:ET, CoD series, and Quake 3 Arena the progenitor game.
Anyways I hope this helps some people understand why we need 360Hz monitors to sync up with 333FPS/Hz albeit if syncing technologies work in the sense of using the maxed out refresh rate then you can 333FPS and sync to 360Hz and have a 0.23 milisecond improvement over 333Hz.