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Black lines in lagometer - problems strafing
#21
Posted 15 January 2010 - 09:52 AM
Sorry to bump an old thread, even if I did start it, but I found the cure to my problem, r_finish 0. No idea why but I had r_finish 1 in my config, changed it to 0 and the jittery movement has almost disappeared, despite still getting some packet loss.
#22
Posted 16 January 2010 - 03:31 PM
Kendle, on 15 January 2010 - 09:52 AM, said:
Sorry to bump an old thread, even if I did start it, but I found the cure to my problem, r_finish 0. No idea why but I had r_finish 1 in my config, changed it to 0 and the jittery movement has almost disappeared, despite still getting some packet loss.
Welcome back Kendle ;-)
Drop by more often in #Intribe
#23
Posted 16 January 2010 - 10:01 PM
Since it's allready bumped I'll use it to post my current problem instead of making a new thread. Up untill 4 days ago UrT was working perfect for me. But for the last 4 days I've been getting gaps in the green line. I did the search through the forum and nothing i found seems to help. Mitsubishis .exe aint helping, reinstalling everything (and i mean EVERYTHING) didn't help. No matter how high or low my setting are i keep getting the gaps. My config is, Intel 2.5 Ghz, 2 GB RAM, radeon 9600 XT 128 mb, win xp.
#24
Posted 16 January 2010 - 10:25 PM
as I have discovered, gaps on green are freezes of the whole rendering process of the engine, it just 'doesn't work at that time'; it can be reproduced with hitting /screenshot repeatedly (since it had to use the resources + write to disk, it may freeze occasionally for a while).
there are ways to reproduce it differently; since you used my .exe you eliminated the funstuff and radio audio + plus some other audio doing it so it can be something else.
since directly writing or reading to disk - from the engine - seems to be a common reason see if it's related to that; e.g. hitting /screenshot accidentally via a bind may do it.
I suspect buggy drivers or other software related to be affecting it; figuring out WHEN it happens is a key. e.g. I had for a long time gaps that took me a while to figure out it was audio and funstuff affecting it.
oh, /fs_debug 1 shows all writes and reads to disk by the engine; it may be a big hint if a gap happened at that time.
there are ways to reproduce it differently; since you used my .exe you eliminated the funstuff and radio audio + plus some other audio doing it so it can be something else.
since directly writing or reading to disk - from the engine - seems to be a common reason see if it's related to that; e.g. hitting /screenshot accidentally via a bind may do it.
I suspect buggy drivers or other software related to be affecting it; figuring out WHEN it happens is a key. e.g. I had for a long time gaps that took me a while to figure out it was audio and funstuff affecting it.
oh, /fs_debug 1 shows all writes and reads to disk by the engine; it may be a big hint if a gap happened at that time.
This post has been edited by mitsubishi: 16 January 2010 - 10:51 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
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#26
Posted 16 January 2010 - 10:38 PM
The engine itself normally doesn't use the disk at all during gameplay, especially if using my .exe, so it shouldn't be that.
But it could be that if it does use the disk during gameplay, since a newer disk may have faster access.
but again, the engine shouldn't read/write to disk at all during gameplay.
But it could be that if it does use the disk during gameplay, since a newer disk may have faster access.
but again, the engine shouldn't read/write to disk at all during gameplay.
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#28
Posted 16 January 2010 - 10:46 PM
It probably can be anything that engine can do and 'stop for a while to finish it'. The engine doesn't work in parallel almost at all, hence if anything it does will make it stop to finish it, it may produce such gaps.
hm, anything you have 'a lot'? e.g. a lot of maps, a lot of demos, something like that, that could somehow make it take a burden; though still it shouldn't happen during gameplay normally.
hm, anything you have 'a lot'? e.g. a lot of maps, a lot of demos, something like that, that could somehow make it take a burden; though still it shouldn't happen during gameplay normally.
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#30
Posted 17 January 2010 - 02:50 AM
run with fs_debug 1 and see if it read/writes the disk when it happens.
how often does it happen? does it freeze the FPS at the time?
how often does it happen? does it freeze the FPS at the time?
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
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