[ut2004] UT2k4 frame limiting with online play
Paul
subsolar at subsolar.com
Sun Jul 23 19:42:10 EDT 2006
On Sun, 2006-07-23 at 13:26 -0500, Gian Paolo Mureddu wrote:
> Paul escribió:
> > On Sat, 2006-07-22 at 11:57 -0700, Zachary J. Slater wrote:
> >
> >> The framerate is capped in most online games due to the fact that more
> >> frames == more updates to the server, generally.
> >>
> >
> > I think it's supposed to be capped to 85fps, though I seem to remember
> > there being a "bug" caused by the miminum timer interval of some linux
> > kernels that cause it to be lower than 85fps.
> >
> > Paul
> >
> >
> >
> You mean the internal kernel tick Hz? I heard that server versions of
> the CK patchset work rather well for game servers (I think it defaults
> to 250Hz for the internal tick rate, compared to the default 100Hz, for
> the desktop it is 1000Hz)
Yes, I believe that is what the issue is.
The issue sounds similar to this one....
From: Ryan C. Gordon <icculus at clutteredmind.org>
> Reply-To: ut2004 at icculus.org
> To: ut2004 at icculus.org
> Subject: Re: [ut2004] linux client's framerate capped at 50?
> Date: Fri, 05 Mar 2004 09:55:27 -0500
>
> > Is there a fix? or an ini setting?
>
> We _do_ cap framerate on network games, since packet transmission is
> linked to framerate (yeah, yeah, point discussion of How It Should Have
> Been Done to /dev/null). This means if the game client is running too
> fast, we'll put the process to sleep for X milliseconds.
>
> On 2.4 kernels, processes can't sleep for less than 10 milliseconds,
> which clamps your framerate more than you'd like.
>
> 2.6 kernels have a 1 millisecond resolution, which helps in this case.
> Perhaps this is what you're seeing?
>
> We should really have an .ini option to not sleep but busy-loop for 2.4
> users.
>
> --ryan.
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