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PostPosted: 08.23.09 
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[dswp]R.Stallman
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I'm playing on 1600MHz (CPU) and I get no specific framedrops in suburbs, but it sure loads quite long. A guess frames are more up to GPU.

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PostPosted: 08.23.09 
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natirips wrote:
I'm playing on 1600MHz (CPU) and I get no specific framedrops in suburbs, but it sure loads quite long. A guess frames are more up to GPU.

Horrible on my 1.6 GHz, Radeon 9700m when lots of people are around. You mean your framerate is 60 constant natirips ?

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PostPosted: 08.24.09 
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[dswp]R.Stallman
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-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
SvaRoX wrote:
natirips wrote:
I'm playing on 1600MHz (CPU) and I get no specific framedrops in suburbs, but it sure loads quite long. A guess frames are more up to GPU.

Horrible on my 1.6 GHz, Radeon 9700m when lots of people are around. You mean your framerate is 60 constant natirips ?

My graphics is GeForce 8400M G 128MB @ 400Mhz (both GPU and VRAM). I get very unstable fps 40-60 usually lately, but I run compiz-fusion in the background and dozens of other applications all over my (currently) 12 workspaces, yes I really need so many. I'd have 16 or more workspaces but that eats too much video memory so I can't play some larger maps in TORCS like that.

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PostPosted: 08.24.09 
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natirips wrote:
My graphics is GeForce 8400M G 128MB @ 400Mhz (both GPU and VRAM). I get very unstable fps 40-60 usually lately, but I run compiz-fusion in the background and dozens of other applications all over my (currently) 12 workspaces, yes I really need so many.

Hmmm quite nice perf for a 8400+compiz+many progs... Personally I would prefer to close CPU/GPU intensive applications to get a more stable framerate (I sometime renice firefox before running UrT).
12 workspaces full ?? oO Lots of xterm ? =)

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PostPosted: 08.24.09 
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My ADM 64 X2 with 2800 (or it is 2900) MHZ and nvidia 8600 GT (512 MB) have solid 125-126 FPS an nearly all maps, if server doesn't lag. I believe it could go higher but i put limit on 126 FPS since i heared that 125 is best for q3a.

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PostPosted: 08.24.09 
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AimMe wrote:
My ADM 64 X2 with 2800 (or it is 2900) MHZ and nvidia 8600 GT (512 MB) have solid 125-126 FPS an nearly all maps

Even on full server ?! Wow oO :/
AimMe wrote:
I believe it could go higher but i put limit on 126 FPS since i heared that 125 is best for q3a.

It doesn't matter anymore on UrT, you should set it to match your monitor's refresh rate and use vsync (assuming you don't have a 125 Hz monitor...)

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PostPosted: 08.24.09 
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That's something I always wondered about Does it makes sense to set the fps limit higher than the monitor's refresh rate?

I have almost everytime constant 60 fps, only sometimes it goes down to 40 or even 30 when there are a lot of players around... Funny is, that my system can't texture the models in this cases and I have for a few milliseconds totally black players.

Btw: I play with my 2 year old Notebook, Intel Core 2 Duo T7200 (2 x 2GHz) and NVidia GeForce 7700 Go with 512 MB RAM on fullscreen 1440x900. In my opinion that's really enough for Urban Terror, even when my Firefox is opened and I hear music with WinAmp.
QuakeLive in fullscreen is also very good on my hardware, but I can't remember any fps numbers...

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Last edited by Samtron on 08.24.09, edited 1 time in total.

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PostPosted: 08.24.09 
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SvaRoX wrote:
AimMe wrote:
My ADM 64 X2 with 2800 (or it is 2900) MHZ and nvidia 8600 GT (512 MB) have solid 125-126 FPS an nearly all maps

Even on full server ?! Wow oO :/

I said in in next sentence "if server doesn't lag", so when server is full that's server lag, and ofcourse i'll get framedrops
AimMe wrote:
I believe it could go higher but i put limit on 126 FPS since i heared that 125 is best for q3a.

It doesn't matter anymore on UrT, you should set it to match your monitor's refresh rate and use vsync (assuming you don't have a 125 Hz monitor...)[/quote]
If that's so, my monitor is LCD and i don't know where can i find my refresh rate :S vsync i never tried, and i don't know what it does at all. BTW in urban terror i have 1024x768, but my screen is 1280x1024.

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PostPosted: 08.24.09 
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So we could say that Suburbs also consumes more resources then other maps, server-side wise?

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PostPosted: 08.24.09 
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Samtron wrote:
That's something I always wondered about Does it makes sense to set the fps limit higher than the monitor's refresh rate?

It made sense in Q3 since you could jump higher at 125 fps (and even higher at 333). UrT doesn't have this "jump" bug. If vertical sync is enabled, no need to worry about that. Otherwise you should not use a maxfps value upper than the refresh rate of your monitor : it would display partially calculated frames if your current framerate is not almost a multiple of your refresh rate, producing a choppy effect. Since 125 ~ 2 * 60 (assuming your LCD monitor runs at 60 Hz), you probably don't notice it as long as your framerate is stable...
Samtron wrote:
Btw: I play with my 2 year old Notebook, Intel Core 2 Duo T7200 (2 x 2GHz) and NVidia GeForce 7700 Go with 512 MB RAM. In my opinion that's really enough for Urban Terror, even when my Firefox is opened and I hear music with WinAmp.

Lucky double core user :)
Samtron wrote:
QuakeLive in full screen is also very good on my hardware, but I can't remember any fps numbers...

QL runs a lot more faster than UrT, because it's almost the original Q3 engine (10 years old...) And that's cool 8-)
AimMe wrote:
I said in in next sentence "if server doesn't lag", so when server is full that's server lag,

Hmm what do you mean by "server lag" : server is not able to send you data fast enough ? How does the lagometer looks like ?
AimMe wrote:
If that's so, my monitor is LCD and i don't know where can i find my refresh rate :S vsync i never tried, and i don't know what it does at all.

Maybe you could find the value in your monitor control panel (when you push the monitor's button) or in xorg.conf =)
You should try to play with vsync for a while, the game looks more "fluid" (or smooth, don't know how to translate the feeling...)
Xoc wrote:
So we could say that Suburbs also consumes more resources then other maps, server-side wise?

I don't think so. It's not the map itself which consume resources, but number of event (at a given number of client connected) : imagine you play 20v20 on firingrange, there would be a lot more number of events per second than on suburb (shots, hits, kills, knife kills... =)
I think it's totally client-side issue, perhaps mostly graphical : ask SteveMcQueen about VIS blocking, number of brushes and stuff like that when it comes to map editing...

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