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@@Teraplexor1 The entire physics. It's actually much more noticeable in GTA III. I have the original trilogy and every time I launch the old GTA games I also open MSI Afterburner/Rivaturner to limit my FPS to 60 (NVIDIA CP doesn't work in the old GTA games for some reason).
And a lot worse - instead of laughing that he's insane, you very fast starting to realize that he just killed all of the men around you in less than a minute.
Imagine the view of the guard, thinking that the enemy turned insane because of the cold and started flopping like a seal, only to realize that everyone in his path is getting killed instantly.
@@Expressmusic457 Now I see why the jackal snipers in Halo 2 are more annoying than ever before 💀 Thnx for this information next time I cap the frames
@@fastnoob9327it especially noticeable in Halo reach during that space mission. The original 360 version was capped to. 30fps. The MCC version however is at 60 so the enemies are literally twice as aggressive. It makes that part of the mission pretty much impossible, if you try to do it properly at least.
I love watching quirks emerge from things like this. Obviously at the time they weren't thinking anyone would try to go over 60fps so you do things like tie fps and movement
this was super applicable on doom eternal speedruns where the bhopping was directly influenced by fps. the difference between 60 fps and even just 120 was night and day. at 250+ you could literally fly across maps even without exploiting major glitches
There's the Quake 3 bunnyhopping we all know and love still HARD CODED into the technology. (Yes, EVERY COD game uses ID Tech. Look on the back of the box for any of the games.)
The Meathook speed in DooM Eternal is also based on FPS, 400+ allows you to meathook across the duration of an entire map due to your speed and for a time you could go so fast off a single meat hook you went through solid walls.
250fps is faster than 333 in mid air. Same with 125. 333 has the jump height advantage and the fact that it also feels the smoothest on mw2. Smoother than any other fps cap/unlimitted which is why it's recommend to use that on iw4x for example.
@@Darth_Uchiha47 because trap_SnapVector(pm->ps->velocity); is called at the end of PmoveSingle() every frame, and at higher framerates the velocity gets snapped down to the same round number repeatedly, 333 gets snapped upwards a lot, and same goes for 125 but not as extreme. It's a glaring oversight left from id software minimizing the amount of bits being networked for 1999 Internet connections. Just look up quake 3 velocity snapping if you want to dive into the nitty gritty, Matt's ramblings also has a nice explanation for many of the movement quirks from id tech 3
Certain FPS on CoD4 would cater to certain jumps on bounces. 300fps would allow you to Jump higher, while 125, and 250fps would alow you to strafe further. Back in the day on CoDJumper maps you would actually need a FPS switch bind to switch fps mid air to hit certain bounces and strafes. Interesting how FPS affects game play, not just with shooting and shit, but with movement too.
Yes. There were many fps binds which even I used. For example, 333, 250 and 125, but also 30, 80, 500 and 1000. All affect the game. 1000fps stable and you will make no noise when running or climbing ladders. There's also fps for going stairs faster than normally without it slowing you down.
In some games that are poorly made/are old, in terms of optimization, having a lot of FPS does increase things like speed. Sometimes it fucks up gravity to the extent of you just going into the air without dropping, bugging out cloth physics etc - the list just goes on.
I remember COD4 game engine let you jump and mount things that you usually couldn't if your FPS was high enough. As well as land some strafe jumps in glitch spots you usually couldn't at less than 60 frames.
We know this since early 2000s...I mean who ever played CoD2 knows what I'm talking about and how "bugging" worked back in the day and how people with high fps could jump on the buildings
I didn't know this was still a thing in MW2 but I knew it was an issue with Cod 1,2 and 4. I can't remember the exact units but for CoD 1 it was something like at 60fps you jump 39 units high, 125-40, 250-41, 333-43. With 500fps you're footsteps would become silent and 1000fps allowed you to start flying up any non vertical surface. Made for a lot of fun on Jump servers back in the day. I miss the days of CoD with mods. OG CoD4 infected servers were the shit.
In many games you're required to do frame perfect inputs or a certain number of inputs per second. Playing with such high fps makes these tricks impossible, so I think it really depends on the game / speedrun category
There are so many variables to this to just take those completion time and own it all up to the fps difference. I'm sure it makes a difference but there were plenty of other factors.
Ive been saying this for years & ppl shut me down every single time with "no its just an optical illusion from the wider FOV on PC". Bruh ppl literally pass landmarks on the map faster, i never measured on what it appears to be.
FPS matters, but only to a certain degree. 144 is a nice sweet spot. The higher you go the more diminishing returns you get. We can’t perceive the difference between 400 and 500 fps, not sure what monitor could handle that. If there would be a difference between high fps counts, it’s only barely visible and by much comparison, side by side and going back and forth. 500fps is ridiculous. If you play at 160fps You got to be an insanely fast AND precise fps player to notice a difference.
@@RifetOkic its not about perception, its about the way the game engine works. And yes to a certain degree, but the disparity between console @30 & 60fps vs 144 on PC is within that *certain degree*.
@@tatewinters5565 Quake's movement code is unique in that it can be exploited in various ways to generate momentum, via bunnyhopping for example. This can also be seen in games with engines that are essentially forks of Quake's engine like Half-Life and Counter-Strike (GoldSrc).
@@notimportant3033 I understand it can be exploited but what I'm just wondering is exactly how. What is it about the code that makes it exploitable? It makes me wanna know about the details
I always look at Speedruns as something more personal than competitive. I remember how this guy “globku” got a “WR” by having a better PC on a One Piece game. And also, when I look at lead boards of popular speed games like Re 1 and 2 OG. The fact the top runners are racing for literal seconds isn’t something that makes me look at top 1 and go applaud them. But rather applaud all the runners who are on that same minute mark. While the community loves hyping up milliseconds, being able to reach a fast time constantly is the goal. It’s good for a “functional level”. I love sometimes waking up at 4 AM, starting a new game in a souls game. And killing the final boss of that game to then get ready to go to work after finishing a run.
Probably no one here cares, but for trickshotting, it’s a huge difference as well. Nac’ing which is when you quick swap between weapons via hitting the swap button on a specific frame of an animation, becomes harder when you have more frames. The reload nac, is when you hit swap right when the reload animation is done, but the ammo count is at “0”, will instantly swap your weapon with no “put away” animation from the first gun. Also works with pump action shotguns and bolt action snipers. That’s why it’s preferred to have your FPS capped at 60 when you are trickshotting in the original MW2. I think they fixed this by the time Warzone was released. I don’t think it works in the games post-Warzone.
These FPS tricks can also be abused in multiplayer modes of these older CoDs. 125/250 FPS increases running speed and 333 fps makes jump height higher making access to some otherwise inaccessible spots possible. High FPS (>250) also reduces footstep sounds significantly, allowing you to basically glide across maps without making any noise. This is basically a free ninja perk, and is especially useful in S&D mode. FPS also messes up the kill cam/spectate animations a little, which doesn't affect gameplay, but novice players will likely accuse you of cheating because of your weird smooth movement and slower weapon animations. BTW in Black Ops hardcore servers and at least one WaW HC S&D server, using high FPS will get you banned.
The higher the FPS, the more time and arena to reaction. It was totally the advantage of any games. Until you tied it with the game’s gravity and mechanics, as people mentioned below.
Call of duty’s “physics” were tied directly to the frame rate. this isn’t a viewing advantage, he’s manipulating the code. Games 10+ years old never ran at these refresh rates, and weren’t designed to. Even GTA 5 had this issue
@@Pxndaz It is somewhat true. Lower spec PC's can't run games at as high a framerate as higher spec ones, and you are advantaged regarding input latency when playing at higher framerates. You can think of it as framerates bottlecapping your reaction times. Additionally, higher end, more expensive monitors can display more frames per second, which means if a game is running at a higher FPS the monitor can actually display the visual information tied to that more quickly, allowing you to physically react faster. Higher screen resolutions also allow for displaying the visual information on screen more clearly, making it more visually clear what it is exactly you are reacting to. Each of these things on their own is rather insignificant in casual gameplay but can make a big difference in a speedrun, and combined they amount to a huge pay to win advantage for having higher end specs. Putting it together: -You can mentally react to what's on screen faster and know what something is from further away. -Your button inputs are registered by the game more quickly, and thus more accurately reflect your real reaction time as opposed to lower framerates. This amounts to the player having better direct control and more acute awareness of their surroundings on higher end hardware. Lower end hardware is handicapped in comparison. For an extreme mental analogy, imagine a game running at 1 frame per second. If you try to push buttons, most of the inputs aren't going to get registered by the game at all, and you have no idea what is happening around you because the information on screen is updating too slowly. The game becomes an unplayable slideshow in this state. This becomes less and less the case the higher the FPS gets. By the time you reach 20-30 FPS you reach the point of relative comfortability regarding button inputs, but the latency still isn't anywhere near as good as it will be at higher framerates such as 60 or 120 or more.
I use console but Pay to Win is more like the Ultra weapons on warzone. Cos you can only get ultra by paying for it with real money in the marketplace and it gives you an advantage over people who don't use the marketplace.
I ask myself which gaming monitor is able to show the game with 240hz/fps at the same time when you talk about 500 fps. I'm curious if that already exists
I noticed the Helicopter battle in MW3 was unbeatable, or at least seemingly so at 144+fps. Locked it to 60 for that part and beat it. I didn't prefer the lack of smoothness though.
I play single player games and don’t care about speed running. So as long as the game has a relatively smooth image and a decent frame rate then I honestly don’t care.
thats normal knowlege that most games run tied to the fps but not multiplayer games that wait for a server ping to come back, so kids - dont go tell your friend you will be better because of more fps, cheers.
It's mostly bragging rights. Or just getting that one extra over a speed runner in some records. It doesn't really affect games too much honestly. Unless you put things in the extreme, where game engines literally break since there's too much or too little fps
@@shiguriyamamo6730 FPS caps hinder your performance in an online FPS. You're getting less information than someone with a higher FR. Also, lowering FPS in some games can make an enemy boss easier to fight. For example, capping the FPS to under 100 to fight the big fish boy in the RE4 remake.
does this also affect the multiplayer games? I keep debating with people that internet signal and Fps heavily impacts their skills. People with high end devices always act like it's all them. While it still require skills, I doubt they can be as good as they are when given a lower end system.
blacks ops 1 has on each multiplayer server an max limit of 500 or 600 fps max anything beyond result in constantly kicking from the servers you can't play with more fps than the limit on no server
I'm not a pro, but I've done a few. For me, it started with GoldenEye64 having to beat 'Facility' in under one minute twenty seconds to earn 'invincibility'. After a while, playing a game so many times, you know the level so well you get bored and want to do something new - like see how fast you can finish that level. Later your friends come over to play - but they see your 'record' time and are like; "NO WAY - I BET I CAN DO BETTER THAN YOU DID!" ...and just like that - speed-running became a thing for us.
@@Tenshihan-Quinn very well said, I suppose that's the appeal but I've never had friends like that sadly I've always been stuck on single player games and ive found theyre jus not for me, thank you for the genuine response. I bid you a good day sir
theyve been a thing since DOOM came out in 1993 and probably even longer than that. when games show a time and a score at the end of every level of course people are gonna try to make that time drop and score rise
But would your true FPS not still be technically capped by whatever the refresh rate of your screen is? I guess an FPS count that exceeds your screen's refresh rate could still reduce input lag while playing.
Bruh, i can't even get 40 fps in warzone with my crappy 15inch laptop with only integrated gpu. Not to mention my high latency 25mbps "broadband" internet. I still get 4/6 sniper kills in most lockdown matches lol