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
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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"We are talking about computers here, compared to those I can read women like a book ;P"
Unclefragger