[ut2004] Trying to track down a performance bottleneck

Nathan Van Eps nathanvaneps at yahoo.com
Wed Jun 9 08:16:09 EDT 2004

Kinda seems like X is running gl software mode. Do a "glxinfo" in X and
look for the renderer string (or do a glxinfo | grep renderer). If it
says "Mesa" in there, you have to figure out a way for X to use your vid

On Wed, 2004-06-09 at 02:19, 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!
> Thanks,

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