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KOTH weirdness
Posted: Mon Apr 21, 2003 12:18 pm
by Andyo
FPS in KOTH is half to a third of what it is in DM. 10 FPS vs 35 FPS.
However, ever since I unchecked "preload mods" in mod menu extension, FPS has gone down to 10 from 14-15 but is more playable for some reason (The test being hitting people with the shockrifle) Dare I say, it's passable. It's sort of hard to tell sometimes because I got a bad case of nerves affecting my concentration a lot of the time.
Since 10 FPS seems to play better than 14-15 FPS, Is FPS *the* way to tell performance, or are other factors at play?
Also, FPS in KOTH goes down sharply in open areas, like on the rooftop in Highrise, or the hill in Cold winter dreams.
I want to make sure I'm playing KOTH without slowdowns affecting the performance (well, my performance, anyhow)
Thanks
-Andrew
Addendum
Posted: Mon Apr 21, 2003 3:04 pm
by Andyo
Well, playing with fewer players definitely ups the FPS, and I have the same problem with Assault maps. (lots of players) So problem almost solved -play with less than "Average" player load, set in Xmaps.
Too bad that Chaos takes computer resources to run, on top of the regular UT load. Any ideas on how to minimize this effect? I have a "Preload mods" checkbox on my mod menu because of "modmenu extension" mutator, and tons of RAM, but a 500mhz processor and a TNT2 M64 vid card. Windows XP too
Cheers,
Andrew
Posted: Mon Apr 21, 2003 3:17 pm
by R.Flagg
Your 500 processor is not helping matters, but...
It is also true that the couple of KOTH maps you mentioned, just happen to be very demanding maps. The simple fact is, you're probably going to need a faster machine to enjoy those with full player loads.
I am not familiar with this "modmenu extension" mutator" so I cannot help you there.
But there are tweaks you can do with your vid settings and stuff to help matters. It's been awhile, so I don't remember any offhand right now, but there are sites out there with suggestions. Try google for some.
But yeah, those 2 maps are going to require more power.
Captain! I kanna give ye anneh moah powah! -and online play
Posted: Mon Apr 21, 2003 7:57 pm
by Andyo
Reducing audio sampling rate by half helped a lot. And upped Cachesizemegs. Did both, so not sure which one did more if anything. (real meticulous scientist, I am). Thanks anyhow.
>>Wondering re:online play
Is it the server computer or mine that's doing the graphics processing?
If mine is doing the lifting, what kind of player loads and map sizes do CUT servers typically run?
Posted: Mon Apr 21, 2003 8:17 pm
by R.Flagg
Yeah, you're machine needs to do the 'lifting'.
Well, there are only 3 CUT servers that I'm aware of. They've got maps of all sizes, but playerloads are pretty small.

Posted: Tue Apr 22, 2003 3:07 am
by FurrySound
Ah.. a question for me... how cool is that?
Server: 2 types
Listen server, which means you are playing on that same machine. Your machine is now doing your normal game play processing and also the processing for all the location, weapon, damage, client to client communication, etc of the clients that do connect. (Your machine doesn't do any graphics work for them, just your via graphics).
Dedicated server, which means this is a standalone machine running a non-graphical UT game. This is the best option, IMHO. In this scenario, the server does all the location, weapon, damage, client to client communication, etc of the clients but does not do any graphics work, that's all done by the clients. This also means you can 'get away' with a lower speed processor for the server if you are staying within 4-8 players.
I hope this helps you out some. Feel free to ask me any questions on it, if you want more detail, clearer explanations, etc...
FurrySound{Moo}
Posted: Wed Apr 23, 2003 11:23 am
by Wormbo
The Mod Menu Extension is a client-side mod menu upgrade of mine, but it shouldn't affect anything while you're playing. The preload mods option just loads all the stuff listed in the mod menu to allow faster access to those things.