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[TAS] Ducktapping ground friction bypass test

5,292s - as fast as without the bhopcap. Unmodified latest Steam (BXT for TAS features). Ducktapping works like this: you spend one frame on the ground pressing duck and then the next frame you release duck and end up in the air. Compared to normal bunnyhopping, there is one extra frame of ground friction (which is not good because it slows you down). To bypass this ground friction frame we have to consider that in latest Steam client you can go above 1000 FPS even though the maximum FPS for the player movement remains 1000. If you go above 1000 FPS you will get "0ms" player movement frames where the ground friction is not applied (no movement occurs because technically no time has passed), but you can still jump or duck. So on the one mandatory ground frame of ducktapping we increase the FPS above 1000 and make it a "0ms" frame so the ground friction doesn't affect the player.

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12+
14 просмотров
год назад

5,292s - as fast as without the bhopcap. Unmodified latest Steam (BXT for TAS features). Ducktapping works like this: you spend one frame on the ground pressing duck and then the next frame you release duck and end up in the air. Compared to normal bunnyhopping, there is one extra frame of ground friction (which is not good because it slows you down). To bypass this ground friction frame we have to consider that in latest Steam client you can go above 1000 FPS even though the maximum FPS for the player movement remains 1000. If you go above 1000 FPS you will get "0ms" player movement frames where the ground friction is not applied (no movement occurs because technically no time has passed), but you can still jump or duck. So on the one mandatory ground frame of ducktapping we increase the FPS above 1000 and make it a "0ms" frame so the ground friction doesn't affect the player.

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