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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Timings on UE1
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Timings on UE1
On BuF, a very interesting thing came out of discussion for a possible UT patch. It's related to the timing problem, where you get crazy time shifts when you have unlimited framerate in UE1. There is some interesting insight in the article written by AnthraX there, and even some solution proposals. I wonder if something like that could be done for U1 as well? Also, any general thoughts about it from the dev team here?
The article is here (it's a TXT file): http://utgl.unrealadmin.org/ACE/Timing.txt
The article is here (it's a TXT file): http://utgl.unrealadmin.org/ACE/Timing.txt
- Smirftsch
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Re: Timings on UE1
since already quite some time in good company with anthrax in IRC some fix is done already, not this version but its already covered.
Also some some basic fix for that was already in 227f (not entirely sufficient though).
Also some some basic fix for that was already in 227f (not entirely sufficient though).
Last edited by Smirftsch on Thu Apr 15, 2010 5:43 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- GreatEmerald
- OldUnreal Member
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- Smirftsch
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Re: Timings on UE1
I guess the most important part was to set the affinity by default to one CPU / Core and that for all OS, Win, Lin and Mac.
Also using some different timing method as described in the doc. I didn't implement the last version from Anth yet but current tests show no problems of any kind, so maybe I'll leave as is.
Also using some different timing method as described in the doc. I didn't implement the last version from Anth yet but current tests show no problems of any kind, so maybe I'll leave as is.
Sometimes you have to lose a fight to win the war.
- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Timings on UE1
Well, there are 4 methods listed in the doc.
You can auto set affinity? That's neat. I never knew that was possible.
You can auto set affinity? That's neat. I never knew that was possible.
- Gizzy
- OldUnreal Member
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- Joined: Thu Jul 10, 2014 7:13 pm
Re: Timings on UE1
That for UT would make my day.I guess the most important part was to set the affinity by default to one CPU / Core and that for all OS, Win, Lin and Mac.
- []KAOS[]Casey
- OldUnreal Member
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- Location: over there
Re: Timings on UE1
http://www.robpol86.com/index.php/ImageCFG
no idea if UT anticheats will catch once you use this, but it's a MS tool originally but the download is really missing
no idea if UT anticheats will catch once you use this, but it's a MS tool originally but the download is really missing
- anth
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Re: Timings on UE1
Some of the earlier versions of ACE caught modified UT.exes but with the public versions you're safe. I'm not sure if it's a good idea to use such a tool though. Some threads (eg: networking, input related threads) DO still benefit from being able to run on multiple cores. It's just the rendering that has to be restricted due to RDTSC problems. I guess I could make a custom UT.exe for use on non-ACE servers though 
- anth
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Re: Timings on UE1
and FYI, the code I sent to smirftsch for use in Unreal is based on one of my older experiments. It's using RDTSC with automatic calibration (aka TimingMode=3). It works well but it's not the optimal solution resource wise.


