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These are probably deserving of separate issue pages, but I'll briefly touch on each one and add another
Fire rates are practically the same at frame rates around 200 or above. They follow a sawtooth pattern at lower frame rates, but the updates to half life have made these less problematic.
Movement physics are framerate dependent in a similar sawtooth pattern. The issue is explained well here https://www.youtube.com/watch?v=P13KmJBNn1c and this video discusses a fix that was implemented in quake 3. This is something that might be possible to port over to NS, and is something I'll be investigating
Jetpack movement issues have been fixed.
Player collision with walls tends to get increasingly buggier the higher the player's frame rate is. Playing fade with over 300 fps for example results in getting caught on walls quite often and rubber banding from the resulting prediction error. This issue happens across all frame rates, but from my testing it scales linearly with frame rate.
Remaining FPS dependent game physics. Not game breaking.
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