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FPS Problems Rate Topic: -----

Change Settings to Increase FPS

#1 User is offline   MortalMan Icon

  • Account: mortalman
  • Main tag: -VA-
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  • Joined: 28-February 10
  • Posts: 1

Posted 28 February 2010 - 08:34 AM

I thought that it might benefit the newer members of the community (I myself am one), to have a compile list of settings you could change to get better FPS, and better gaming experience.
Currently, I average from 20 - 30 FPS, i'm sure there are others out there who either have experienced this before and changed something to improve it, or others who are experiencing this.

I hope the older members of the community can pitch in, and teach us a thing or two about increasing FPS, either on how you can change your Mac settings, or UrT settings.

Thanks for reading this, I await your reply eagerly.
MortalMan

#2 User is offline   ObScUrE Icon

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Posted 28 February 2010 - 04:22 PM

check this version from Mitsubishi.
optimized-exe-builds-of-ioq3-engine

View PostObscure, on 12 June 2009 - 09:46 PM, said:

Tested on my Radeon Xpress 200M with timedemo 1



without A.I. = 39,3fps

with A.I.
ioUrbanTerror.exe = 41,9fps
renamed to quake3.exe = 46,3fps
renamed to quake4.exe = game crash on intro <img src='http://forums.urbanterror.net/community/public/style_emoticons/<#EMO_DIR#>/grin.gif' class='bbc_emoticon' alt=':-D' />


Source: Ati Small Fps Boost...


Settings for ATI CCC
3D
Anti-Aliasing = use application settings
Anisotropic Filter = use application settings
Catalyst A.I. = Advanced
Mipmap Detail Level = High Performance

some settings for performance you should use a low resolution eventually 800x600
look that your mouse runs with 500 or 1000hz pollingrate for better latency. (some mices do this at default but when not you can easy patch this in most Operating Systems)

in_mouse                          "-1"                                 // 1=Directx(12ms lag/don't buffer 1000hz) -1=Windows Pointer Input (edge clipping on high dpi or low resolution)
r_finish                          "0"                                  // If You Experience The FPS Induced Keyboard/Mouse Input Lag (on trees,...) Set This To 1 (but less fps and delayed input!)

//SOUND SETTINGS//
com_soundMegs                     "30"                                 // 8 Default
com_zoneMegs                      "24"                                 // 24 Default
s_doppler                         "0"                                  // Example: Overtake A Projectile That Has Been Fired/Makes The Sound Of Objects Coming Towards Or Moving Away
s_khz                             "11"                                 // Controls Sound 11 Is Low And 22 Is High Quality
s_mixahead                        "0.1"                                // Sets Amount Of Time Music Is Buffered Before It Is Played Default 0.2 Lower Values Gives More FPS
s_mixPreStep                      "0.05"                               // Adjust These To Be As Small As Possible Without Clipping The Sounds Default 0.05 

//Player HUD//
cg_lagometer                      "0"                                  // Shows The Lagometer
cg_drawtimer                      "0"                                  // Shows The Timer
cg_drawfps                        "0"                                  // Shows Your FPS

//DISPLAY SETTINGS//
r_textureMode                     "GL_NEAREST"                         // Billinear/Trillinear From Speed To Quality= GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR
r_lodbias                         "2"                                  // Level Of Detail On The Players Models 0=best, 1=better, 2=worst
r_picmip                          "2"                                  // Level Of Detail On The Textures 0=best, 1=better, 2=worst
r_roundImagesDown                 "2"                                  // 0 Means More Detailed Textures 1 Or 2 Means Less Detailed Textures As They Are Being Rounded Down When They Need To Be Resized This Means Less Chance Of Speed Problems And Running Out Of Local Texture Memory On The Card
r_detailtextures                  "0"                                  // If A Shader Has A Detail Stage This Setting Determines If It Is Rendered Or Not Defaults to 1 but 0 may give minimal FPS gain
r_simpleMipMaps                   "0"                                  // Mipmapping Increases The Quality Of Textures By Slightly Blurring Them So Colors Flow Into Each Other This Does Away With The Pixelated Look Disable It For Performance
r_ext_compressed_textures         "1"                                  // Compresses Textures
r_ext_max_anisotropy              "0"                                  // Sets The Anisotroy Level Default 2
r_ext_multitexture                "1"                                  // If Enabled Multitexturing Will Provide Optimal Performance (1=+5fps)
r_facePlaneCull                   "1"                                  // If Enabled, Brush Faces Not In View Will Be Culled

//NET SETTINGS//
cl_maxpackets                     "42"                                 // This Is The Maximum Number Of Data Packets That Can Be SENT To The Server Per Second 30-42 (125/3 = ~42)
com_maxfps                        "125"                                // Maximal FPS Locked @ 125
rate                              "25000"                              // This Is The Maximum Rate At Which The Server Will Send Data To You

//EFFECTS//
cg_brassTime                      "0"                                  // Milliseconds That Ejected Shells Stay Lying Around On The Ground? 5000
cg_sfxBrassTime                   "0"                                  // How Long The Brass Or Cartridges Are Left On The Ground!
cg_marks                          "1"                                  // Toggles Gunshot Marks On The Walls
cg_markTotaltime                  "2000"                               // Milliseconds That A Mark Of A Bullet Will Stay On A Surface
cg_sfxParticles                   "0"                                  // Smoke From Bullets Hitting Walls
cg_sfxSurfaceImpacts              "0"                                  // Sparks From Bullets Hitting Walls
cg_maxFragments                   "0"                                  // Determines The Maximum Number Of Fragments A Breakable Object Will Break Into
cg_sfxVisibleItems                "0"                                  // Shows Guns On Players Backs And Pistol
cg_sfxShowDamage                  "0"                                  // Shows Damage Skins When A Player Gets Hit
cg_visibleBleeding                "0"                                  // Bleeding From Wounds. Does Not Affect Blood Trails
com_blood                         "0"                                  // Shows Blood



EDIT: hmm Macintosh Support :blush:

This post has been edited by Obscure: 28 February 2010 - 05:35 PM

Quote

BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~

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