Rubber bullets you say? Okay, don't take this one on my word. I have always had problems, running with a marginal machine and connection to present the proper "environment" to effect my gunnery results satisfactorily. The ONE THING that I HAVE noticed is that I DO get the RUBBER BULLET phenomenon when my computer is over tasked. Also, don't forget about convergence and fire all options. At D200 you should still be receiving hit sprites, but not close enough together to do consistent damage (with smaller caliber rounds).
This is how I try and balance my machine for gunnery purposes. I make sure all my graphic sliders are to the right. I have antialiasing and anisotropic filtering off. I use a medium resolution ~512. I disable other player's skin viewing and no ground clutter. I use medium vis range (shift + F2 I believe). I do not turn on any shadows. I turn off reflections and the new Bump map.
Does this really effect my gunnery? Well, try it for yourself. I have heard, from those that know infinitely more than I do on how the game works, that all I am doing is effecting my framerate. Well, assuming this is true, there must be hidden nuances between the reported (cntrl + I) framerates and what the game actually sees, because the end result IS, many more hit sprites (ala less rubber bullets) at comparable reported framerates.
Now here is where HTC
has earned every penny of my subscription for over a decade. I can film with the criteria above, and trick the filmviewer
to see as much or all of the eyecandy that anyone else would like. So, I get my performance in game w/ less bells and whistles, and my films can contain just as much detail and shows off all of the contributor's fine artwork.
Anyone else, confirm my marginal machine experience, or is my computer a witch?