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FPS and the number of players Rate Topic: -----

Why the hit?

#1 User is offline   texmex Icon

  • Account: texmex
  • Joined: 08-March 10
  • Posts: 32

Posted 21 February 2013 - 06:17 PM

How come the UrT client take such a downsurge in FPS when more than say 6-8 players are playing?

I know, the Mac client probably underperforms the Windows or the Linux versions a bit and why yes I'm on discrete graphics (Intel HD 3000). Should it really hit framerate that hard being on a server a bit more populated though? It doesn't change even when applying the ultra low quality config file with r_mode 3, so does this performance depend on the graphics chipset at all? After all, less than 6-8 players is fine FPS wise.

Are there any other actions I can take to avoid this?

I'm on a MacBookPro 8,1, UrT 4.2.009. CFGs below.

lowgfx.cfg
Spoiler


q3config.cfg
Spoiler


#2 User is offline   KarlMariaSeeberg Icon

Posted 21 February 2013 - 08:34 PM

well, i am on a mac myself (ATI Radeon HD 5750 1024 MB) in my experience it doesn't matter how many players there are as soon as they become visible fps start dropping ... the only thing you could do .. as far as i know is wait for an optimized build of 4.2 ... and pray we get decent fps using it ... : )

the whole fps issue is the only reason i am not switching to 4.2 ... right now performance is ridiculous

on a side note:
maybe that's bs but could the player modell animations cause this issue (yes, i am adressing frankie here) ... with 4.2 there is body movement going on all the time .. even if you don't press any buttons.. the whole breathing living thing is going on ...

here's most of my settings:

seta r_maxpolyverts "9000"
seta r_colorMipLevels "0"
seta r_maxpolys "1800"
seta com_blood "0"
seta r_ext_multitexture "0"
seta r_ext_compiled_vertex_array "1"
seta r_ext_texture_env_add "1"
seta r_ext_texture_filter_anisotropic "0"
seta r_ext_max_anisotropy "0"
seta r_roundImagesDown "2"
seta r_detailtextures "0"
seta r_stencilbits "0"
seta r_depthbits "0"
seta r_simpleMipMaps "1"
seta r_vertexLight "0"
seta r_subdivisions "4"
seta r_fastsky "0"
seta r_drawSun "0"
seta r_dlightBacks "1"
seta cg_sfxSurfaceImpacts "0"
seta cg_sfxParticles "0"
seta cg_sfxShowDamage "0"
seta cg_visibleBleeding "0"
seta r_ext_compressed_textures "1"
seta r_texturemode "GL_LINEAR_MIPMAP_NEAREST"
seta r_texturebits "16"
seta r_colorbits "16"
seta r_picmip "2"
seta cl_maxpackets "42"
seta rate "25000"
seta com_maxfps "125"
seta com_hunkmegs "1024"
seta com_zoneMegs "24"

for further decreasing of urt's beauty have a look here: http://dailynade.com...gh-cvar-tweaks/

This post has been edited by KarlMariaSeeberg: 21 February 2013 - 08:59 PM

if you don't like uptown, you are basically hating urban terror.


#4 User is offline   KarlMariaSeeberg Icon

Posted 21 February 2013 - 11:04 PM

View PostFrankie V, on 21 February 2013 - 09:39 PM, said:

Animations should not effect frames rates as they are a constant. 30 fps in = 30 fps out and is the same set we have been using since the release of 0001.

There has been a fair amount of optimization done in 0010 thanks to Root as well as a few corrections made that might effect clients on the lower end of the spec scale.

We are takeing a lot of time with this release to ensure a stable interim build and there have been no reports from QA as to fps issues beyond the normal.


thanks for the update frankie....

i have never considered my damn i7 a low end computer .. buhu
if you don't like uptown, you are basically hating urban terror.

#5 User is offline   texmex Icon

  • Account: texmex
  • Joined: 08-March 10
  • Posts: 32

Posted 22 February 2013 - 05:16 PM

Would it be a GPU or a CPU bottleneck primarily? On 4.1 I had r_smp set to 1, but can't have that on 4.2 since it corrupts the graphics. Perhaps it's a CPU multicore issue or something?

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#6 User is offline   KarlMariaSeeberg Icon

Posted 22 February 2013 - 08:32 PM

View Posttexmex, on 22 February 2013 - 05:16 PM, said:

Would it be a GPU or a CPU bottleneck primarily? On 4.1 I had r_smp set to 1, but can't have that on 4.2 since it corrupts the graphics. Perhaps it's a CPU multicore issue or something?


uhh.. i wouldn't touch r_smp ... screws with your performance... at least that's my experience ..

as far as i know urt can't handle/ can't utilise multicore cpus ... that's why some windows users dedicate urt to one single core.. something that is not possible on osx
if you don't like uptown, you are basically hating urban terror.

#7 User is offline   texmex Icon

  • Account: texmex
  • Joined: 08-March 10
  • Posts: 32

Posted 23 February 2013 - 02:07 AM

View PostKarlMariaSeeberg, on 22 February 2013 - 08:32 PM, said:

uhh.. i wouldn't touch r_smp ...


That's why I didn't.

#8 User is offline   KarlMariaSeeberg Icon

Posted 23 February 2013 - 02:17 AM

View PostKarlMariaSeeberg, on 22 February 2013 - 08:32 PM, said:

uhh.. i wouldn't touch r_smp ... screws with your performance... at least that's my experience ..


that applies to 4.1 as well
if you don't like uptown, you are basically hating urban terror.


#10 User is offline   KarlMariaSeeberg Icon

Posted 24 February 2013 - 12:34 AM

thanks for your reply frankie,

just so i get this right: you are working on the fps issue and one possible solution might be an opengl tweak?

if someone is releasing an optimized build it's highly likely opengl might have been worked on? (i am just trying to understand what "optimized build" actually means, i was imagining a streamlined version of the original application)

i am really looking forward to this next release : )
if you don't like uptown, you are basically hating urban terror.

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