Topic: Ping is FPS dependent
Maybe you already noticed that vsync is enabled by default and most of us have a lcd display with 60hz refresh rate.
What does it means? It means that you play teeworlds with 60 frames per second for perfect smooth gameplay.
Maybe you also noticed that if you host a game on your pc and you connect to your own server (localhost), your ping is always near 16-20ms.
The reason is simple... We have 60fps and that is 1/60 seconds (16,7ms). In every game you join, you will always have those extra 20ms of ping because that's the way teeworlds 0.6 works.
A workaround is to disable vsync. Instead of 60fps, you have 500fps for example. That means that your ping will change from 16 to 2ms (1/500).
Real life example. I used to play ctf5 on gv servers. With vsync I have 80ms of ping, without I have 59ms. Also if i play on my local server, my ping is 2-3ms instead of 20. (if I had 1000fps, i would have 1ms of ping).
A lot of games don't have this dependency between fps and latency... If you have 10 fps or 1000fps, your network will always respond as fast as possible (example... games with source engine).
We are talking about 20ms. It may not be a lot but in teeworlds every milisecond is crucial. If you have a low end pc, maybe you have less than 60fps, so the gains would be even bigger.
Isn't possible to change the way that teeworlds sends every network tick to a defined speed (for example 500 times per second) instead of beeing FPS dependent? That would improve teeworlds responsiveness and gameplay at a cost of a slightly more bandwidth usage.
Thank you for reading
.::. TigTex [PT] .::.