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		<id>https://wolfwiki.anime.net/index.php?action=history&amp;feed=atom&amp;title=Physics_cvars</id>
		<title>Physics cvars - Revision history</title>
		<link rel="self" type="application/atom+xml" href="https://wolfwiki.anime.net/index.php?action=history&amp;feed=atom&amp;title=Physics_cvars"/>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;action=history"/>
		<updated>2026-04-19T16:26:56Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.25.3</generator>

	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1962&amp;oldid=prev</id>
		<title>ReyalP: b_optimizedprediction -&gt; b_optimizeprediction</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1962&amp;oldid=prev"/>
				<updated>2005-12-13T08:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;b_optimizedprediction -&amp;gt; b_optimizeprediction&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:23, 13 December 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L7&quot; &gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill the etpro team for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill the etpro team for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;b_optimizedprediction&lt;/del&gt;''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;b_optimizedprediction &lt;/del&gt;will store the result of the previous computations and reuse them, although only if the results look acceptable based on the latest data the client has from the server, instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;b_optimizeprediction&lt;/ins&gt;''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;b_optimizeprediction &lt;/ins&gt;will store the result of the previous computations and reuse them, although only if the results look acceptable based on the latest data the client has from the server, instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ETPro]][[Category:ETPro:Server_Cvars]][[Category:ETPro:Client_Cvars]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ETPro]][[Category:ETPro:Server_Cvars]][[Category:ETPro:Client_Cvars]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ReyalP</name></author>	</entry>

	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1697&amp;oldid=prev</id>
		<title>Rain: Minor fixes</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1697&amp;oldid=prev"/>
				<updated>2005-11-13T16:08:18Z</updated>
		
		<summary type="html">&lt;p&gt;Minor fixes&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:08, 13 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''pmove_fixed''' can be set on either the client or the server--the client will default to the value on the server ''(And, on non-ETPro servers, it will be reset to the value of the server quite frequently due to some silliness in the code.)'' pmove_msec can only be set on the server side.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''pmove_fixed''' can be set on either the client or the server--the client will default to the value on the server ''(And, on non-ETPro servers, it will be reset to the value of the server quite frequently due to some silliness in the code.)'' pmove_msec can only be set on the server side.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:''note'': setting pmove_fixed on etpro can still have some undesired side effects. In particular, there is still a bug when using weapons that recoil which makes it very &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hard &lt;/del&gt;to hit. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:''note'': setting pmove_fixed on etpro can still have some undesired side effects. In particular, there is still a bug when using weapons that recoil which makes it very &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;difficult &lt;/ins&gt;to hit &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;your target&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;us &lt;/del&gt;for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the etpro team &lt;/ins&gt;for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;''(Only &lt;/del&gt;if the results look acceptable based on the latest data the client has from the server&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;)'' &lt;/del&gt;instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, although only &lt;/ins&gt;if the results look acceptable based on the latest data the client has from the server&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ETPro]][[Category:ETPro:Server_Cvars]][[Category:ETPro:Client_Cvars]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ETPro]][[Category:ETPro:Server_Cvars]][[Category:ETPro:Client_Cvars]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Rain</name></author>	</entry>

	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1671&amp;oldid=prev</id>
		<title>Lagger: categories added</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1671&amp;oldid=prev"/>
				<updated>2005-11-12T00:56:25Z</updated>
		
		<summary type="html">&lt;p&gt;categories added&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 00:56, 12 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L9&quot; &gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them ''(Only if the results look acceptable based on the latest data the client has from the server)'' instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them ''(Only if the results look acceptable based on the latest data the client has from the server)'' instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ETPro]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ETPro&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]][[Category:ETPro:Server_Cvars]][[Category:ETPro:Client_Cvars&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lagger</name></author>	</entry>

	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1633&amp;oldid=prev</id>
		<title>RoadKillPuppy at 11:48, 8 November 2005</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1633&amp;oldid=prev"/>
				<updated>2005-11-08T11:48:43Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 11:48, 8 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L6&quot; &gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill us for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill us for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them ''(Only if the results look acceptable based on the latest data the client has from the server)'' instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them ''(Only if the results look acceptable based on the latest data the client has from the server)'' instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ETPro]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ETPro]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>RoadKillPuppy</name></author>	</entry>

	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1627&amp;oldid=prev</id>
		<title>ReyalP: ETPro CVARS moved to Physics cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1627&amp;oldid=prev"/>
				<updated>2005-11-08T07:21:42Z</updated>
		
		<summary type="html">&lt;p&gt;ETPro CVARS moved to Physics cvars&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 07:21, 8 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='2' style='text-align: center;'&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>ReyalP</name></author>	</entry>

	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1624&amp;oldid=prev</id>
		<title>WeblionX: added category</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1624&amp;oldid=prev"/>
				<updated>2005-11-08T00:25:15Z</updated>
		
		<summary type="html">&lt;p&gt;added category&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 00:25, 8 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L9&quot; &gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them ''(Only if the results look acceptable based on the latest data the client has from the server)'' instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them ''(Only if the results look acceptable based on the latest data the client has from the server)'' instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:ETPro]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>WeblionX</name></author>	</entry>

	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1622&amp;oldid=prev</id>
		<title>ReyalP at 23:26, 7 November 2005</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1622&amp;oldid=prev"/>
				<updated>2005-11-07T23:26:22Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 23:26, 7 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''pmove_fixed''' can be set on either the client or the server--the client will default to the value on the server ''(And, on non-ETPro servers, it will be reset to the value of the server quite frequently due to some silliness in the code.)'' pmove_msec can only be set on the server side.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''pmove_fixed''' can be set on either the client or the server--the client will default to the value on the server ''(And, on non-ETPro servers, it will be reset to the value of the server quite frequently due to some silliness in the code.)'' pmove_msec can only be set on the server side.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;:''note'': setting pmove_fixed on etpro can still have some undesired side effects. In particular, there is still a bug when using weapons that recoil which makes it very hard to hit. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill us for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill us for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ReyalP</name></author>	</entry>

	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1590&amp;oldid=prev</id>
		<title>Fusen at 21:07, 7 November 2005</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1590&amp;oldid=prev"/>
				<updated>2005-11-07T21:07:44Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Since Quake 3, the function that's responsible for game physics ''(amongst other things)'' is named Pmove(). Normally, this function is run once every client frame, and this is where framerate-dependant physics (most notably jump heights) come from. pmove_fixed is an attempt to level the playing field by running this function at a fixed rate ''(every pmove_msec milliseconds.)'' The default pmove_msec of 8 is equivalent to normal physics at 1000 / 8 = 125 frames/second.&lt;br /&gt;
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* '''pmove_fixed''' can be set on either the client or the server--the client will default to the value on the server ''(And, on non-ETPro servers, it will be reset to the value of the server quite frequently due to some silliness in the code.)'' pmove_msec can only be set on the server side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''b_fixedphysics''' is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all ''(Removing the framerate-dependent behavior in movement)''; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems ''(as several people observed at 333fps)'' nor any of the problems that pmove_fixed brings with it ''(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)'', but the same jump heights trickjumpers would kill us for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;br /&gt;
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* '''b_optimizedprediction''' is a client-side setting that ''(theoretically)'' has no effect other than increasing performance. Basically, etmain ''(and RTCW, and Q3)'' will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them ''(Only if the results look acceptable based on the latest data the client has from the server)'' instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>	</entry>

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