This is a read-only archive of the old Wiki. For up to date information, visit our current wiki.

FPS Effects

In Half-Life 1, changing the amount of frames per second (fps) can affect various game mechanics. In this article we'll cover most of them. While it's better to use a high fps when speedrunning, it still has some downsides.
Note: To achieve most of the effects caused by changed fps, a value over 100fps will be used.
If you want to be able to override 100fps, you have to enter developer 1 and fps_max <fps> into your console. If you're running a SteamPipe HL1, don't forget to enter fps_override 1.

If you're having trouble reaching +100fps, try disabling VSync in your Graphic Card's driver properties.

Please refer to our Glossary of terms.

Contents

Scripts

Higher fps value makes the scripts run faster. For example, if you run a duck-loop script at 250fps, the script will execute more +duck commands, making you Doubleduck more times than with regular fps. The good thing about this, is that you'll be able to keep your speed for longer when Duckrolling. This also affects other scripts as well, such as Bunnyhopping script. In more complex scripts, the fps_max value is often changed to achieve the best use of the script.

Movement and Objects

One of the most noticeable effects that occur when running the game at some fps values, is the movement physics.

High FPS

Bunnyhop acceleration at different FPS values.
Graph that shows the time it takes you to make a full jump while running at certain fps.
Error creating thumbnail: timeout: can't execute '180': No such file or directory

Error code: 127
Plot that shows how unstable FPS values affect the player movement speed.

Anything between those exact frame rates makes the client behave like it's slow motion due to the movement frame time being rounded. So, for instance, if you're running at 501 fps, the movement code will think you're moving at 1000 fps thus creating a 2x slowdown.

Low FPS

Health related

You can receive less falldamage with certain fps values. Speedrunner Oasiz made a video demonstrating this effect.

Firing rate

More accurate firing rate graph. The lower the dot is on the graph the faster your gun is firing at that fps. The graph shows that at lower fps values your firing rate changes a lot more from fps to fps than at higher fps values, but crucially the fastest speeds are all at lower framerates.

It seems that the rate at which the 9mm AR/MP5 fires depends on your game's framerate, and that a lower fps value results in a higher rate of fire. Below is a table showing the difference in speed between fps values.

FPS Time to empty magazine
20fps 20,9s
25fps 24,7s
30fps 27,3s
35fps 23,7s
100fps 22,7s
400fps 26,1s

If you want more accurate fire rate timings, take a look at the graph on the right.
A value of 20fps gives you the fastest rate of fire. The difference in speed between the framerate values where rate of fire is fastest and the framerate values used by most people (60fps - 100fps) can be up to half a second, which is about 10% faster. If you were using the Team Fortress Classic Heavy Weapons Guy's autocannon, you'd be able to empty your magazine 2 seconds quicker at a low framerate, which is a considerable speed increase.