Well, my reason for preferring it is that Quake engine games simply seem to react quicker. When I press the fire button, or move, I feel like I actually did it at that moment. I do not feel "disembodied" and "floating" within the game world.
When I play Unreal engine games, I have this feeling like I am Michelle Kwan ice-skating through the world. When I fire weapons, I don't feel instant feedback. Other players also don't seem to react as fast either. I don't think it has anything to do with movement speed either. Something about the Quake engines makes me feel "grounded", it's hard to explain.
I'm not saying that Quake is a better *GAME*. The game, in fact, sucks ass. If it weren't for 3rd party licensees and mod-makers, I think the Quake series would have killed Id. But the engine is rock solid and netcode feels better IMHO.
No way does Unreal work better at 28.8k. At 28.8k, every byte counts and roundtrip time is a killer. Unreal's state replication scheme wastes latency and bandwidth compared with the way Quake encodes packets, because it is more general. This leads to a much longer prediction/client side simulation window, which gives that "disembodied" feeling.
Quake has client side prediction as well, ever since QuakeWorld and "pushlatency". But the amount of prediction latency required, I think, is lower. The more you have, the more out of sync you are with what's actually happening.
When I play Unreal engine games, I have this feeling like I am Michelle Kwan ice-skating through the world. When I fire weapons, I don't feel instant feedback. Other players also don't seem to react as fast either. I don't think it has anything to do with movement speed either. Something about the Quake engines makes me feel "grounded", it's hard to explain.
I'm not saying that Quake is a better *GAME*. The game, in fact, sucks ass. If it weren't for 3rd party licensees and mod-makers, I think the Quake series would have killed Id. But the engine is rock solid and netcode feels better IMHO.
No way does Unreal work better at 28.8k. At 28.8k, every byte counts and roundtrip time is a killer. Unreal's state replication scheme wastes latency and bandwidth compared with the way Quake encodes packets, because it is more general. This leads to a much longer prediction/client side simulation window, which gives that "disembodied" feeling.
Quake has client side prediction as well, ever since QuakeWorld and "pushlatency". But the amount of prediction latency required, I think, is lower. The more you have, the more out of sync you are with what's actually happening.