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The game uses a fixed 10 Hz tickrate, so game logic isn't affected by FPS. See #18.
However, very high FPS values may cause you to be kicked from multiplayer servers due to too many packets being sent per second (since the number of input packets sent being second varies with FPS). This was a common issue with vanilla Quake 2 back in the day, and I'd expect the same issue to also exist in Sin and this source port. Various Q2 source ports have overcome this issue by separating input packets from rendering (cl_maxpackets/cl_maxfps).
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