[ut2004] server tick rate and fps

Alex Boag-Munroe boagenator at gmail.com
Tue Oct 11 14:05:59 EDT 2005


Oh I wasn't arguing that 60 tick is great.  Its bad (tm)

On 11/10/05, rob larkin <manifold at manifoldone.com> wrote:
>
> >On 11/10/05, rob larkin <manifold at manifoldone.com> wrote:
> >
> >
> >>In the last few months I've seen a lot of servers raising tick rates to
> >>35 and even higher.  I think it's way too high.  But I'm not having any
> >>luck convincing anyone.  And I get really annoying fps lag on (only)
> >>those servers especially if ppl come close to me (no p/l though, and my
> >>box is a good performer).
> >>
> >>I've read all I can find (unrealadmin, etc.); I think that if the
> >>default tick rate is 35 for lan (100mb p/s) and the default for internet
> >>is 20 (56k to 3mb p/s) that should be enough info to demonstrate that 35
> >>is too high for internet play.  But it's not.  Anyone know of an
> >>authoritative write up that's newer than that old one on unreal admin?
> >>
> >>Thx
> >>
> >>
> >>
> >Alex Boag-Munroe wrote:
> >
> >  Heh I know servers that run on 60 tick.
> >
> >Personally, I find 20-25 to be fine.
> >
> >
> >--
> >Alex Boag-Munroe
> >
> >Lack of planning on your part does not constitute an emergency on mine.
> >
> >
>
> Yes, I also know servers that run on 60 tick.  And except for a couple
> of 1v1 dm servers they're horrible.  Servers with high tick /can/
> perform well most of the time, but they usually experience a big shudder
> at the most inconvenient time, like when there's 4 or 5 players fighting
> over a powerup.
>
> Anyway, I'm still looking for something recent and authoritative...
>
> Thx
>
>


--
Alex Boag-Munroe

Lack of planning on your part does not constitute an emergency on mine.



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