[Article] Timing issues in Unreal Tournament
I've written a small article about the timing issues in UT. This should hopefully shed some light on why UT is so broken on some multicore systems and a lot of laptops. It also explains why ACE v0.6q forces the UT rendering to stick to one CPU core.
http://utgl.unrealadmin.org/ACE/Timing.txt |
Great article mate, and saved me the hassle on trying to beat that - which ofc wouldn't have been possible :)
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nice info m8 :) good read :thumbup:
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Great article very informative :thumbup:
I am glad you are doing your best to prevent speedhacks. I fully support your efforts. |
Good work anth, have quickly read through your article and as far as I can tell right now theres no false/wrong information in there.
I hope people now understand the problems with multicore systems and why ACE forces them to run on 1 core. (UT itself doesn't benefit (much) from multiple cores anyway) |
Nice article, very interesting if you're interested in game engines and stuff. It also explains the performance improvements well. I was wondering, are the timing fixes also applied on a linux client and on the server?
There's a small mistake in your code: Code:
else if (OldTime > 0xF0000000 && NewTime < 0x10000000) |
Quote:
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Yes, works good now, thanks!
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Hi everyone. I am a new member to this forum. Nice to meet you all here.
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Hi,
Nice article it was. |
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