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Re: Delayed...

Posted: Thu 27 Mar , 2014 1:45 am
by Butcher
Today, same shit different day! Delay comes and goes, if it was constant I would aim before where the other player is, but since its 20 secs nothing, in middle of combat jumping screens and then maybe some 1 minute ok... it sucks... is absolutely random! I lost again all the rounds tonight, and for example Toy story, was +6 net 3 Deaths and from there to 20 deaths -8 net, I made then 5 killing sprees, yes 5 Killing sprees in a no delay period of time, to a final score of 18 net to 24 deaths, and of course I lost 0.02 points of skill....
I would like to know what could I possibly do to fix this, is so frustrating!! , my ping is stable 36-40.
;"( ;"(

Re: Delayed...

Posted: Wed 04 Jun , 2014 11:21 am
by Skaldy
I've been looking into the remaining lag problem here. Disabling PingComp seems to have helped with the constant micro-stutter:
Azarael wrote:

Code: Select all

[PingCompensationConfig.MutPingCompensation]
bEnabled=False
However the large skips still occur, mostly:
  • When other players are about to come into view
    When starting close combat with other players
    When there are a lot of smoke/mist/flame effects on screen
I've tried everything - different graphics drivers, all sorts of UT config, system and OS tweaks. Standard UT works fine offline even with detail right up (I haven't tried BW offline - what's the install procedure again?)

One thing I did notice is that I get a much lower frame rate on LDG compared to offline, without changing a single UT option - below my monitor refresh rate in fact. I know some effects/detail/texture resolutions are forced on/normalized, and understand the reasons completely, but can the graphical demands be reduced a touch?

Any suggestions would be welcome - I know I'm not the only one suffering :|

Re: Delayed...

Posted: Wed 04 Jun , 2014 12:07 pm
by Eiforia
Can anybody add 100500 kills to bitcher to make his skill high, so he stop cry about his skill here and in game?

When u have 24 deaths how can u wait your skill will become higher?

Re: Delayed...

Posted: Wed 04 Jun , 2014 12:17 pm
by iRobot
Eiforia wrote:Can anybody add 100500 kills to bitcher to make his skill high, so he stop cry about his skill here and in game?

When u have 24 deaths how can u wait your skill will become higher?
His post is 2 months old
;'D'D

Skill system be hidden completely soon it seems, no need to worry anymore joinha

Re: Delayed...

Posted: Wed 04 Jun , 2014 12:32 pm
by Azarael
Skaldy wrote:I've been looking into the remaining lag problem here. Disabling PingComp seems to have helped with the constant micro-stutter:
Azarael wrote:

Code: Select all

[PingCompensationConfig.MutPingCompensation]
bEnabled=False
However the large skips still occur, mostly:
  • When other players are about to come into view
    When starting close combat with other players
    When there are a lot of smoke/mist/flame effects on screen
I've tried everything - different graphics drivers, all sorts of UT config, system and OS tweaks. Standard UT works fine offline even with detail right up (I haven't tried BW offline - what's the install procedure again?)

One thing I did notice is that I get a much lower frame rate on LDG compared to offline, without changing a single UT option - below my monitor refresh rate in fact. I know some effects/detail/texture resolutions are forced on/normalized, and understand the reasons completely, but can the graphical demands be reduced a touch?

Any suggestions would be welcome - I know I'm not the only one suffering :|
The skips should occur in any GT except Freon on DM maps, as that's the only gametype set to precache for test reasons. There's a thread in BW Support and Information which contains the .rar for the offline version. Bear in mind that BW loads a ton of assets into memory and so has greater demands than standard UT2004.

The only effects that are forced on are the M763's gas and the HVC-Mk9 lightning gun's stream. Nothing else.

In the Ballistic menu, you can turn certain BW-specific graphical elements on or off. If you're having issues, start by disabling all the blood.

Re: Delayed...

Posted: Thu 05 Jun , 2014 7:28 pm
by Skaldy
All my UT/BW effects are off or minimal already.

I think I've found something that helps with the large jumps in play - it's the server skins. If I turn force models on then the skips appear smaller and less frequent (see mymenu...brightskins...the 2 "force" checkboxes at bottom right).

So, as much as I admire Aberiu's wonderful work, I don't think my 5 year-old motherboard can move that amount of geometry & texture data about that quickly. Anyway, if anyone wants to give that a go, it may help - note that the force models settings are stored separately for each gametype.

The remaining lag I get is almost certainly a combination of my ISP being crap at peak times, and possibly the FR part of the connection, so that will have to suffice. :|

Re: Delayed...

Posted: Thu 05 Jun , 2014 8:26 pm
by Azarael
Under Settings->Game, do you have skin precaching enabled?

Re: Delayed...

Posted: Thu 05 Jun , 2014 11:36 pm
by Skaldy
Yep.

Dunno how much bigger the server ones are, compared to the standard ones. Perhaps it's just the total size, when most of the 22 players have a unique one these days.

Re: Delayed...

Posted: Thu 05 Jun , 2014 11:39 pm
by Azarael
Out of interest, do you play in widescreen, and if so, could you try a 5:4 resolution (or any resolution just under 4:3), which will have the effect of reverting the HUD to C++ code?

Re: Delayed...

Posted: Fri 06 Jun , 2014 12:52 pm
by Skaldy
OK, I normally run at the native display res of 1920x1080, but I've spent some time comparing 1280x720 (16:9) with 1280x960 (4:3) - so I was comparing roughly equal pixel counts. I use quite a minimal HUD anyway.

Under TDM (because you mentioned precaching) significant skipping still occurs despite force models being on. (I saw that the force model menu for TDM was different and gets stored in UT2004.ini [utcompv17a.UTComp_Settings] rather than User.ini [LDGGameBW.*])

Anyway, what I have come to realise is that it definitely occurs just before an enemy comes into view (so much so that I can almost use it as a predictive advantage ;) ).

I'll go back to my native res and force models ON, and see how it goes.