Player can move faster up some stairs, than their current UPS (frametime dependent)
The stairs on Xoylent allow players to go faster than their current forward speed while moving up them with some minimum speed.
This can be reproduced by strafing towards the stairs, autojumping as usual, achieving some minimum speed, and holding only jump to maintain the speed while going up.
Although this can occur in listen, I have tested it primarily on dedicated, as listen means a single thread trying to run a two different frame rates which is not ideal for test quality.
The minimum speed required to observe the bug is ticrate dependent.
Changing sv_qcphysics
appears to have no effect.
These test results were obtained by playing in legit physics with a 250fps DP master client.
Strafe jumping for the lower speeds, crylink running to achieve 1000+ UPS.
Crylink running was too glitchy to test above ~850ups at 10hz.
HZ | sys_ticrate tested | min UPS triggered | max UPS tested | Notes |
---|---|---|---|---|
10 | 0.1 | bug not triggered | 850 | |
20 | 0.05 | 673 | ||
~30 | 0.0333333 | 506 | default | |
31.25 | 0.032 | 507 | ||
32 | 0.03125 | 502 | ||
50 | 0.02 | 508 | ||
~60 | 0.0166667 | 506 | whitelisted | |
62.5 | 0.016 | 505 | ||
64 | 0.015625 | 675 | ||
100 | 0.01 | 1032 | ||
~120 | 0.0083333 | 1079 | ||
125 | 0.008 | 1065 | ||
128 | 0.0078125 | bug not triggered | 1275 |
As you can see it's not simply a case of "more hz = less buggy". Especially notable is the disproportionate UPS increase from 62.5hz to 64hz, compared to no difference between ~60hz and 62.5hz.