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Optimized builds of Urt 4.2 client
#91
Posted 28 February 2014 - 03:43 PM
It works on the official build and the problem appeared under mitsu's development.
Have you confirmed this 100hz over the monitor OSD?
Maybe even try to lower it from game when your CRT runs default @ 100Hz.
Have you confirmed this 100hz over the monitor OSD?
Maybe even try to lower it from game when your CRT runs default @ 100Hz.
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.~
#92
Posted 28 February 2014 - 04:09 PM
Howdy,
just adding a Thank You to r00t for his custom build efforts!!
It has helped make my rig much more playable and smoothed out the crazy fps jitter.
My only complaint is the first server I logon to, I need to do a reconnect before my client will actually connect.
Muff!e gave me the suggestion to reconnect 'cuz it could be a timeout issue.
The custom build takes longer to load in general.
Thanks again,
w4rty
just adding a Thank You to r00t for his custom build efforts!!
It has helped make my rig much more playable and smoothed out the crazy fps jitter.
My only complaint is the first server I logon to, I need to do a reconnect before my client will actually connect.
Muff!e gave me the suggestion to reconnect 'cuz it could be a timeout issue.
The custom build takes longer to load in general.
Thanks again,
w4rty
#93
Posted 28 February 2014 - 09:26 PM
com_singlecore is in the default .exe and it works so why isn't it included in your build?
also is VBO always on in this build or is there a cvar to mess with different VBO settings like in 27's build?
also is VBO always on in this build or is there a cvar to mess with different VBO settings like in 27's build?
This post has been edited by Muffie: 28 February 2014 - 09:27 PM
.:| Win10 x64 | AMD R5 2600 | 16Gb G.Skill cL16@3ghz | ASUS STRIX Vega 64 |:.
#94
Posted 03 March 2014 - 08:43 PM
I may add singlecore in next version, can't say when that may happen. It's not included because no one really needed it.
r_ext_vertex_buffer_object tweaks how VBO works. When not-zero, VBO is used.
If you want to experiment with different cvars, you can always get source and look for them.
Not sure about 1st server connection issue, never seen that before. There were no changes in network code for a long time, so hard to say why it happens.
r_ext_vertex_buffer_object tweaks how VBO works. When not-zero, VBO is used.
If you want to experiment with different cvars, you can always get source and look for them.
Not sure about 1st server connection issue, never seen that before. There were no changes in network code for a long time, so hard to say why it happens.
#95
Posted 03 March 2014 - 09:27 PM
the server connection timeout issue was in 27's original VBO/bumpy, something about it causes load times to increase, so some older pc's will hit the timeout limit of the server, but doing a reconnect right away loads faster then the initial connection
what do different values do for r_ext_vertex_buffer_object do? mines at 2 right now
does the source include information on what the cvars and values do?
why is fs_homepath and basepath different? it seems counter-intuitive.
Quote
r_ext_vertex_buffer_object tweaks how VBO works. When not-zero, VBO is used.
If you want to experiment with different cvars, you can always get source and look for them.
If you want to experiment with different cvars, you can always get source and look for them.
what do different values do for r_ext_vertex_buffer_object do? mines at 2 right now
does the source include information on what the cvars and values do?
why is fs_homepath and basepath different? it seems counter-intuitive.
This post has been edited by Muffie: 09 March 2014 - 02:15 AM
.:| Win10 x64 | AMD R5 2600 | 16Gb G.Skill cL16@3ghz | ASUS STRIX Vega 64 |:.
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#96
Posted 01 April 2014 - 02:02 AM
after testing with the optimzed bumpy build I can confirm there is a problem with hits while using it.
I used it for a little over a month and I get better hits with the laggy default build.
Player w4rth0g reported this earlier to me so I continued my testing with it even after he switched back.
All I can really say is that it seems like the hits are delayed more in rootz build.
This is the build we were using http://www.r00t.cz/f...-r00t-v0.34.rar
I used it for a little over a month and I get better hits with the laggy default build.
Player w4rth0g reported this earlier to me so I continued my testing with it even after he switched back.
All I can really say is that it seems like the hits are delayed more in rootz build.
This is the build we were using http://www.r00t.cz/f...-r00t-v0.34.rar
.:| Win10 x64 | AMD R5 2600 | 16Gb G.Skill cL16@3ghz | ASUS STRIX Vega 64 |:.
#97
Posted 01 April 2014 - 03:51 PM
Muffie, on 01 April 2014 - 02:02 AM, said:
after testing with the optimzed bumpy build I can confirm there is a problem with hits while using it.
I used it for a little over a month and I get better hits with the laggy default build.
Player w4rth0g reported this earlier to me so I continued my testing with it even after he switched back.
All I can really say is that it seems like the hits are delayed more in rootz build.
This is the build we were using http://www.r00t.cz/f...-r00t-v0.34.rar
I used it for a little over a month and I get better hits with the laggy default build.
Player w4rth0g reported this earlier to me so I continued my testing with it even after he switched back.
All I can really say is that it seems like the hits are delayed more in rootz build.
This is the build we were using http://www.r00t.cz/f...-r00t-v0.34.rar
Just so you understand: hits are computed server side so the client engine cannot affect them. Whan can be affected is your perception of object being hit, but not the real collision
Follow me: https://github.com/danielepantaleone
#99
Posted 15 September 2014 - 06:41 PM
r00ts latest version is working fine for me. although i have yet to try FreezeTag.
Lian Li pc-o11dw Der 8auer Edition · Gigabyte x570 Aorus Xtreme · AMD Ryzen 9 5950x 16-Core
32GB DDR4 3800MHz CL16 · 2x 1TB Samsung NVMe RAID 0 · 16GB Radeon RX 6900XT Liquid Cooled
32GB DDR4 3800MHz CL16 · 2x 1TB Samsung NVMe RAID 0 · 16GB Radeon RX 6900XT Liquid Cooled
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