Request to DavidM \o/
Moderators: Jay2k1, DavidM, The_One
-
- Senior Member
- Posts: 794
- Joined: 09-03-2003 20:41
2k4 runs better than 2k3. 2k4 deathball doesn't. ONS with high settings, 16 -vs- 16, runs better than deathball at much lower settings with far less people.theberkin8or wrote: twig 2k4 takes more power than 2k3 mebe try setting you settings down a bit
Even with setting low, FPS in the 80's, and a low ping- there are performance issues.
2k3 deathball was always a performance hog and it turned many people off. I had hoped 2k4 would be better not worse.
Last edited by Twigstir on 29-05-2004 11:48, edited 1 time in total.
Twigstir wrote: 2k4 runs better than 2k3. 2k4 deathball doesn't. ONS with high settings, 16 -vs- 16, runs better than deathball at much lower settings with far less people.
Even with setting low, FPS in the 80's, and a low ping- there are performance issues.
2k3 deathball was always a performance hog and it turned many people off. I had hoped 2k4 would be better not worse.
In my opinion Deathball 2k4 runs better than 2k3. However, botmatch requires significantly more CPU, but I really can't help it. If you want to make bots play well you have to use lots of CPU power since there are many more things you need to calculate in Deathball than in UT. Probably most CPU intensive part of UT bots is pathing and it's natively done. In Deathball you have to predict ball, calculate passing paths, figure out how to boost peeps etc.
BTW, I don't know is my computer some sort of freak or what, but Deathball runs clearly better than Onslaught on my comp. (Please note also that Deathball "Normal" setting is actually UT "Ultrahigh" setting. DavidM wanted to change them : ) )
Mankush - botmatches play fine. Infact, instant action runs better now than with ut2k3. All performance issues are online play (no bots) with the setting adjusted to desired levels.
The choopy skips in ut2k4 deathball makes ONS feel much better. ONS can be laggy at times but it has much greater detail, more graphical things happening, and more players.
You would think Deathball would run much better than all other UT2k4 gametypes. There is far less detail in the maps and less graphical things happening (weapon effects). I play deathmatch and all other gametypes with high detail. But for deathball, I have to use "no detail" settings which DavidM set the maps to be very very plain. I find this strange and disappointing.
Think online, BR-TwinTombs, 5 vs 5, with all the action going on in the central courtyard. Make it a DB map and performance wise, it doesn't even come close to running as well. Without all the BR weapons and associated effects going on, a DB-twintombs should run better, not far worse. Something about DB is a huge performance hog.
The choopy skips in ut2k4 deathball makes ONS feel much better. ONS can be laggy at times but it has much greater detail, more graphical things happening, and more players.
You would think Deathball would run much better than all other UT2k4 gametypes. There is far less detail in the maps and less graphical things happening (weapon effects). I play deathmatch and all other gametypes with high detail. But for deathball, I have to use "no detail" settings which DavidM set the maps to be very very plain. I find this strange and disappointing.
Think online, BR-TwinTombs, 5 vs 5, with all the action going on in the central courtyard. Make it a DB map and performance wise, it doesn't even come close to running as well. Without all the BR weapons and associated effects going on, a DB-twintombs should run better, not far worse. Something about DB is a huge performance hog.
Last edited by Twigstir on 31-05-2004 02:32, edited 1 time in total.
Network performance does not depend on graphical details. You can have max details or no details, but you'll still receive and send same amount of network packets. Server does not know anyone's detail settings.
Reason why Deathball is so heavy online is that there's much more network traffic. UT server works by sending you only changes that you can see. In Deathball you basically always see all the changes (=player interactions,movement), so that generates lot of traffic. In onslaught/bombing run etc. you can see only some of the players at certain moment, thus, you'll receive less network flow.
Reason why Deathball is so heavy online is that there's much more network traffic. UT server works by sending you only changes that you can see. In Deathball you basically always see all the changes (=player interactions,movement), so that generates lot of traffic. In onslaught/bombing run etc. you can see only some of the players at certain moment, thus, you'll receive less network flow.