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It's an issue that should be addressed upstream: https://github.com/ioquake/ioq3/blob/cc18246f22ab033e1b17af4616a68e9ea2e873db/code/qcommon/common.c#L3119 it's in milliseconds, divide 1000 by 143 or 166, it will always be 6 milliseconds (the higher the value, the less precise it will be). The solution could be to use nanoseconds rather than milliseconds.
To cap to the monitor refresh rate, r_swapInterval 1 can be used instead
This same "issue" exists with the original game engine, for the aforementioned reason. IOQuake/OpenMOHAA does have an alternative frame timer you can enable if your system timer's resolution within the select() call is too low:
I have found that the swap interval (aforementioned) also actually works (it does not in the original game, at least not in WINE on Linux). I did have to "force" the nVidia driver to sync to the correct display with an env var.
Describe the bug
com_maxfps
caps the fps at a higher rate than specified according tofps 1
To Reproduce
Steps to reproduce the behavior:
fps 1
obverse the fps is 90 during gameplay whilst the default value ofcom_maxfps
is 85com_maxfps
to 144, obverse the fps is 166Expected behavior
FPS to not exceed the value of
com_maxfps
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Logs
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Version information (please complete the following information):
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Additional context (OPTIONAL)
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