That usually happens on server with high ping (>100) when your fps is too high. I unfortunately cannot say what exactly causes it right now, but here is the solution.
You don't need more than 100fps for this game actually since we usually send up to 100 user commands (moving, atacking etc) per second in each snapshot to server. (cl_maxpackets 100) And each snapshot is generated on each client frame.
Cap to 100 - I suggest this.
You don't need more than 100fps for this game actually since we usually send up to 100 user commands (moving, atacking etc) per second in each snapshot to server.
I wanted to also note that the topic starter can cap the FPS to his monitor refresh rate (actually the best cap is 77fps but it's already offtop) but for the best game experience he supposes to have up to 100 frames for the smooth gameplay because as I explained above he generates much more user commands. This means the server recieves more data of the user and therefore he has more data in sync between him, the server and the other clients.You actually don't need more FPS that you monitor refresh rate is, cause you don't see those frames, anyway, and you're just burning electricity/graphic card lifetime without any reason. Considering, that most people play on 60hz monitors, I'm always amused by the "FPS race".
The best thing you can do is to lock frames to your monitor refresh rate (yes, vsync) *without* allowing graphic card to pre-render any frames (=no input lag - easily achievable with nVidia under linux, I have no idea how it works on windoze, but I have *heard* rumours that this poor excuse for an operating system actually have problems with it and, many times enforces pre-generated frames despite being told not to).
This require your hardware setup to be able of matching/exceeding monitor refresh rate *all the time* (if you ever drop below refresh rate, you automatically drop into half of refresh rate, which inc ase of 60hz monitor means 30fps, and the sudden drop just suxx noticeably), but ensures that you get as fluid output as your monitor allows without even slightest bit of tearing.
Alternatively, you can opt for monitors using g-sync/freesync, which allow all of the above + pre-generated frames (still without input lag) - but, personally, I would wait it out until nVidia and AMD stop silly standards way, and industry adopt either one or the other. For now, it is just too much resembling the BlueRay/HD-DVD war from almost two decades back, which left people that invested in HD-DVD with useless hardware, afterwards.
/Cat Lady
I just wanna necro the F**k out of this thread to ask question relevant to it:
Can MB2 be played on a 144hz screen? at 144fps? Or does going over a certain breakpoint (such as 120 or 125) invariably cause some kind of wacky malfunction?
(I'm definitely gonna get a 144hz screen soon 'cause i heard the difference between 60hz and 144hz is legitimately dramatic once you've adjusted to 144hz, so I wanna experience the intense smoothness of 144. But I love mb2 so i wanna know if mb2 can handle intense smoovness.)
You're gonna love it(I'm definitely gonna get a 144hz screen soon 'cause i heard the difference between 60hz and 144hz is legitimately dramatic once you've adjusted to 144hz, so I wanna experience the intense smoothness of 144. But I love mb2 so i wanna know if mb2 can handle intense smoovness.)