Ivorine Temple

I survived first try! Is there a cash prize? I did pretty well if I do say so myself.

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what should I do to reach that wiremesh? I'm stuck in the very beginning of the map
 
Ooh, I managed to figure it out. It works fine if I switch the refresh rate to 60 Hz, but it doesn't work on 144 Hz (which is my setup).
So the map is actually unplayable on 144 Hz refresh rate; there's a soft lock in the very beginning of the map. Plz make an update, Zetabyt.
 
Ooh, I managed to figure it out. It works fine if I switch the refresh rate to 60 Hz, but it doesn't work on 144 Hz (which is my setup).
So the map is actually unplayable on 144 Hz refresh rate; there's a soft lock in the very beginning of the map. Plz make an update, Zetabyt.
It works fine at 143, shouldn't be that noticeable from 144 even without variable refresh rate
 
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Here's my setup of IW. In this case, I cannot reach the wiremesh at 96 units. If I switch the refresh rate to 60 Hz, I begin to reach the high wiremesh every time I jump.
 
The refresh rate should not be it. I've replayed the map when you originaly posted to see what may be the issue and I played it on 144hz refresh rate
That's strange. I 100% can't reach that wiremesh until I change the refresh rate.
The thing is that since re:mobilized is a mod about jumping puzzles, I assumed that it was another puzzle that I can't figure out. And those super high wiremeshes you meet only the first few minutes and don't see anythere later in the map
 
That's strange. I 100% can't reach that wiremesh until I change the refresh rate.
disable vid_vsync makes no sense here and seem to screw up the quake physics

If you want to enable vid_vsync, set host_maxfps to a slightly lower value (usually the desktop refresh rate minus 1 or 2 )
this is one of the edge cases for older game engines that do not support VRR. Nethertheless, I think the vid_vsync off option is the better choice.
 
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It seems to be a framerate dependency which is not that uncommon in older game engines. You can just set host_maxfps to 143 instead of 144 and you will be able to jump up to the mesh. Though you will need to disable vsync or enable VRR to avoid getting stutters/big drops from vsync. Also I run this with VRR no problem.
 
did a bit of digging into the framerate problem myself and it's very weird. So, this problem only seems to come up between a framerate of 144 and 154. If you go 143 and under, or 155 and over, it doesn't happen.

I figure it's affecting the jump height somehow, making the jump height short enough where it suddenly isn't reachable, but why it's happening between that framerate range is beyond my understanding.
 
That's very funny. My setup has vsync off both at Nvidia Control Panel and in vkQuake itself, but only one or the other off does the same. The hardware has no VRR.

Indeed for any `host_maxfps` between 144-154 (included) I cannot grab the rail :)
 
Indeed for any `host_maxfps` between 144-154 (included) I cannot grab the rail :)
linux fedora 44 / Gnome 50 wayland
vkquake host_maxfps 144 no issues either with vid_vsync on or off
vid_vsync on introduces laaaag ofc.
host_maxfps 52 : can still reach the mesh
host_maxfps 51: cannot reach the mesh
 
haha got it, my vkquake version uses the fixed rate physics at 72 fps. Reverting to vanilla vkquake, I can reproduce with 145-154( inclusive).
I wonder how many players play with their 144Hz displays with vsync enabled and wonder why they can't execute some jumps...
my 144hz display is 'kaputt', I'm sitting again in front of a 60Hz monitor so can't test. But I used default settings anyway host_maxfps 200 / 250

@ZetaByt maybe extend the mesh :)
 
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