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Adjusting of framerate to connection with server

To find and remove the bugs we needed every bug known in current 226. You can still review them here.
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nobody
OldUnreal Member
Posts: 22
Joined: Wed Dec 21, 2005 9:18 pm

Adjusting of framerate to connection with server

Post by nobody »

A problem ii had for a few days now is that the Client side of Unreal ran far too fast for the connection to handle. the FrameRateLimit solved it for the most part, but it makes the game somewhat slow and variations in the frame rate are very iirritating, which i just do not notice at all when running at full speed. When running the server locally -- singleplayer to be exact -- the memorybandwith can perfectly keep up, but the game goes as much as twice as fast as it's supposed to be.

My suggestion is to fix this bug in v227, because when systems become increasingly faster i expect the problem will diive up much more in the future... And yes, i've a rough idea for a fix. Is it possible to let the client adjust it's framerate to the quality of the connection with the server, instead of predicting too fast (and getting constant hicks) or limit the frame rate to a low value and limit the framerate and have _local_ framerate consistency problems?

I really hope yhis bug will be fixed....
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Smirftsch
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Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: Adjusting of framerate to connection with serv

Post by Smirftsch »

sorry, i can't follow you- i never experienced such a problem, not on the fastest machines out atm. I know a few cases the game was running to fast- which appeared only on notebooks in the cases i'm aware of, probably because the cpuspeed was recognized not correct. Can you try to explain this problem more detailed to me ?
Sometimes you have to lose a fight to win the war.

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