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Go Back   The Unreal Admins Page > Forums > Hosted Forums > AnthraXs Corner > General Chat

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  #1  
Unread 12th April, 2010, 12:11 AM
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AnthraX AnthraX is offline
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Default [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
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  #2  
Unread 12th April, 2010, 12:23 AM
Genecom Genecom is offline
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Great article mate, and saved me the hassle on trying to beat that - which ofc wouldn't have been possible
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  #3  
Unread 12th April, 2010, 02:02 AM
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nice info m8 good read
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  #4  
Unread 12th April, 2010, 03:32 AM
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Great article very informative

I am glad you are doing your best to prevent speedhacks. I fully support your efforts.
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  #5  
Unread 12th April, 2010, 03:01 PM
dodgethis dodgethis is offline
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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)
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  #6  
Unread 12th April, 2010, 08:56 PM
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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)
	OltTime = NewTime;

return TimeInSec;
Oldtime is spelled wrong, and as far as I understand it it wouldn't change anything for OldTime won't be used after that line again.
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  #7  
Unread 12th April, 2010, 09:20 PM
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Quote:
Originally Posted by rork View Post
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)
	OltTime = NewTime;

return TimeInSec;
Oldtime is spelled wrong, and as far as I understand it it wouldn't change anything for OldTime won't be used after that line again.
I don't actually use that code, it was just pseudocode really but if spelled correctly it should work
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  #8  
Unread 15th December, 2014, 08:30 AM
lisaa lisaa is offline
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Yes, works good now, thanks!


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Last edited by lisaa : 30th December, 2014 at 07:25 AM.
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  #9  
Unread 11th March, 2017, 08:39 PM
Angela1 Angela1 is offline
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Hi everyone. I am a new member to this forum. Nice to meet you all here.
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  #10  
Unread 16th March, 2017, 02:51 PM
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Hi,

Nice article it was.
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