[ut2004] Trying to track down a performance bottleneck
scott at tranzoa.net
Wed Jun 9 04:26:51 EDT 2004
Have you added the options:
options nvidia NVreg_EnableAGPFW=1 NVreg_EnableAGPSBA=1 NVreg_ReqAGPRate=8
To your module configuration?
On Wed, Jun 09, 2004 at 05:19:23PM +1000, Luke Bigum wrote:
> Hi guys,
> I've got a bottleneck somewhere thats killing my UT2004 frame rate. So far
> i've found plenty of things that don't seem to be the problem, and am fast
> running out of ideas.
> I have:
> Athlon64 3200+ (running as an AthlonXP)
> 1Gb RAM
> 128Mb GeForceFX 5600
> SoundBlaster Audigy
> WindowsXP on one HD
> Gentoo Linux on another
> The 2 disc DVD version, patched with the latest from www.unrealtournament.com
> My lowest frame rate in Windows is 35fps by spectating really high on the
> Convoy assault map (no bots) and looking down at all the trucks, but in
> Linux it sits around 10fps. I did the same test in the DM-Morpheus3 map (no
> bots), looking down from above, and it still only hits 10fps. If I look at
> the skybox (no geometry), Linux can reach about 100fps. Other crazy stuff
> includes looking at a wall but in the general direction of the rest of the
> map (only the wall polygon is on screen) is low frame rate, but looking at a
> wall facing out of the map is a high frame rate.
> I've tested with highest graphics settings and lowest graphics settings = no
> change (dont think it's GPU limited).
> 1280x1024 vs 300x240 = no change (prob. not fill limited).
> Running from console with no sound (-nosound option) = no change (hopefully
> not OpenAL limited).
> I've messed with the ~/.ut2004/System/UT2004.ini: adding more cache, turning
> on and off precache = no change.
> I even tried enabling the stencil buffer in openGL (which culls almost all of
> the geometry) = no change.
> full bots or no bots = no change (it COULD be CPU limited, but it's an athlon
> 3200 and runs fine in Windows).
> top reports 60-70% cpu usage and 40% memory usage when running.
> The only other things I can think of are kernel and driver (nVidia) issues.
> glxinfo reports direct rendering working, dmesg gives me this:
> agpgart: Detected AGP bridge 0
> agpgart: AGP aperture is 256M @ 0xe0000000
> 0: NVRM: not using NVAGP, AGPGART is loaded!!
> Which i'm not sure is a problem or not...
> Anyway, if you could help me out or point me in the direction of something
> that can, that'd be excelent!
> Luke Bigum
> catach at tpg.com.au
> lbigum at cs.rmit.edu.au
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