Gaming Zone > Unreal Tournament 2004
New server! Feel free to help.
THOR`:
Here's the link to the discord server.
https://discord.gg/unrealtournament
Piglet:
Friend request sent. Thanks.
Does anyone know any utility that allows an extermal call to get CPU utilisation % per logical core on a machine so that I can add it to the server monitors?
THOR`:
I'm not sure but HWInfo might allow for something like that? CoreTemp also has a remote server monitoring plug-in but again, not sure that would help.
Piglet:
--- Quote from: tirofijo!! on December 18, 2019, 13:32 ---ommm, ok i like to take photos, that i can do :)
--- End quote ---
Thanks.
For information, these are the maps that need some screenshot love on the Warfare and main Freon server:
https://miasma.rocks/pages/maps.php?t=o&o=1
This shows what we have - better ones are always welcome.
https://miasma.rocks/pages/maps.php
holyspam:
--- Quote from: hagis on December 18, 2019, 15:55 ---right - someone who understands how this all fits together would be really handy! :)
I was just reading https://wiki.unrealadmin.org/Netspeed_Tutorial_(UT) - is is possible to set/change the netspeed on the server,. people aren't using dialup modems these days (generally) and it might allow the server to send more info?
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-WARNING-
INCOMING WALL OF TEXT
about the network issue, increase maxclientrate to 12000 or 15000
even on freon i get 9900 bytes when 8v8 chaos happens
it's just that the server decides what data to discard or not, and if you are already over the limit at 16 players it will discard more important data for a doubling of information
Then there's the issue of too many players together causing the client to drop fps probably below 50
Since the client sends updates to the server depending on framerate...you get less updates from each player, but the server is still updating the last received player data, which is not getting updates from the player client
it results in players looking "frozen" and suddenly reacting
i think it's more of an issue with players CPUs which cant handle many players on screen.
because no matter the amount of cores available, ut2004 only runs on one and runs slow on that one, because at the time of release the fastest instruction set on CPUs was SSE2
there's no way you can stay at high fps in fights like these if your config has set everything to highest quality
it all runs on a single core, the 64bit game might help but i have only seen 20% better fps and that version comes with other problems
So let's say you get fps below 50 in these fights and your CPU runs at 4GHz, the only thing guaranteed to work is higher clocks
You say f*** it and decide to cool it with liquid nitrogen(LN2), you pay 500$ for a LN2 setup and you get your CPU to 7GHz running for the duration your LN2 lasts which is 70% higher than stock.
ABSOLUTELY BEST-CASE SCENARIO, you increased your 50fps to 85....so...yeah
Next best thing to do, is turning down cpu-heavy effects.
things that could help during intense fights:
turning off gore completely
character quality to lowest
physics detail low
world detail low
everything that has a checkbox turned off
things that will fix the problem
re-writing the game engine and re-compiling ut2004 for modern architecture support and multi-core use could give you constant 200fps or higher but that's only a sweet dream
So...
tl;dr
If a netspeed increase ON THE SERVER can't help then it's caused by huge framerate drops ingame, so nothing else can be done
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