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ec- avatar ec- commented on July 20, 2024

I guess that external frame capping tools adding explicit delay at swapchain which may cause input lags, in other case engine have more time to process and respond to the user commands

from quake3e.

horiac7 avatar horiac7 commented on July 20, 2024

I forgot to mention but running with the original quake3.exe and the same frame capping method - RTSS - then the Ping value is 0.
Is there something changed in the way this value is calculated? Or anything related to it?

I thought that this value should always be 0 in an offline game - regardless of limiting framerate or not - that it only applies to network delays.

from quake3e.

ec- avatar ec- commented on July 20, 2024

Ping calculation now is more precise, so if you have delay somewhere - it will be displayed

from quake3e.

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