fact: there is no such terminology "lagged" to denote games that do not employ the features of Unlagged, a Quake 3 mod.
I just use that term to state 'not lagged'. Its a few characters shorter and convenient to type. Why do people call people who stay in the sky with jetpacks 'jettards' or 'jet campers'?
[1]You're going to have to explain a lot of what you mean there: When you say 'computer' do you mean client or server? Are you judging the time 'the computer accepts you've swiped' by the time you see blood[1.1] or hear a sound effect[1.2]? You do know the unlagged calculations are serverside[1.3] and take into account things like built-in lag, right?
[2]I don't see what looking at the frame before the 'current' one does to help. If the state estimation is wrong, it's wrong by a lot more than just one frame.
[1] Basically i want the unlagged to calculate the calculations from the previous frame sent to the monitor rather than the one comming up. It becomes very noticable than you think with low fps.
[.1]No. Thats crazy. If i say thats true, i'd be saying i'd see 0.5 second lag. You know my everyday ping if you've seen me play. About 95% of my games are NOT in australia because not many australians play trem anymore, particularly on australian servers or local. The closest i can get for recent games is SiR/Asia unofficial server with 200 ping.
[.2]The sound effect is late but i ignore sound because i usually play without sound anyway.
[.3]lolwut? I thought the unlagged calculations are compiled in the cgame file. Server-side is whether the server accepts your requests or not.
[2]AS i state, it does make a massive difference for ME and others on crappy computers. I usually react slightly before the crosshair goes of the dretch, then fire upon the exact or close enough frame [my constant framerate is about 40 on atcs in middle with no one around me with my current settings, and 20 on lowest settings {yes, lowest settings make it WORSE, i do not understand how so dont ask me} then the computer detects/calculates the frame later as a miss which is true, it did miss when the computer saw me shoot. This results in my miss-hit ratio of about 15:1 with the dretch using walls. I had high fps in the old days, but my reaction time was crap yet i managed to hit a dretch once every 5 shots. Often theres only about 1.5 or less frames for me to shoot within for me to shoot. On bigger maps like arachnid, i often have to simply be lucky because if i turn about 30 degrees a second (pretty slow looking for my screen dimensions, which is something like 250:140 or something like that, i cant remember, or to be exact, 720:580 pixels) and the dretch about 300 units away, which is quite average, in the alien base, (gives me 16-8 fps or less without any particals or structures), well i have pretty much less than 1 frame for me to shoot the target. In other words, an almost guaranteed miss. Not suprisingly, in arachnid i get repeated sounds, and even worse, those repeated sounds actually 'tear'.*
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*Try to imagine your computer frozen, but still runninig. Tremulous does things like repeat sounds at that timeframe every second. Then try to imagine that sound screwing up like... you should know what i mean.
EDIT: [2]simplyfied: My framerate is low enough that it makes a big difference for me.