View Full Version : fps :(
Lolo Konijn
4th May 2001, 07:39 AM
My average fps is in small maps about 50 and on large maps 35 (with severe fps drops (10fps) on some spots.
My comp:
A 750 Classic
K7V
GF2 v7700 32mb (pure)
2* 128 mb cas3 133MHz
20G 7200
sb live player
detonator 10.8/12.00/12.10
playing in 1024*768 (would like to play in 1280*960)
except for the detail textures all settings on max quality.
Now my question is :Is my fps normal and should I stop whinning.
If it isn't normal:
What is the fastest D3D render?
What detonator are best for UT?
What gives me the best performance with the least amount of quality loss?
Thx to anyone who can help me
Mr. HotDog
4th May 2001, 08:34 PM
I get the same FPS on my PC, and I got 900MHz w/ 16MB TNT2 and 128MB RAM. But I run my in 16 Bit, if your running 32 change to 16, your see the difference in speed but not so much in quality.
Nukeproof
5th May 2001, 03:35 PM
my experiences:
(TB@933 / 2* 128 MB Cas2 / Geforce2/64)
On Map EP I get 70-80 fps when playing with 1 bot, but 30-40 frames when playing with 8 bots... you see the influence.
Setting are 1024*768*16 but everything turned to max eyecandy....(I always get texture flickering when on 32bit)
gpk
6th May 2001, 06:54 AM
My system is very similar to yours, try turning your world texture detail to MEDIUM. INF seems to not like HIGH detail textures on 32 meg vid cards at all...
I run at 1024x768x32 , the GF2-32meg starts to lose quite a bit of steam at higher resolutions...memory bandwidth bottleneck :(. That's where the ULTRA, PRO and GF3 come ind handy, especially the GF3; 64 megs of FASTER memory (and mem optimizations on the gf3) really help at higher resolutions.
I think the D3D renderer in the last patch was fastest (assuming u DONT use compressed textures off 2nd cd).
I don't think the diff. detonator versions make any noticeable diff for UT , could be wrong.
I think 2 important INI settings for geforce cards are
UseAGPTextures=False
UseVideoMemoryVB=True
Below is my D3D section of my infiltration.ini file...
[D3DDrv.D3DRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=False
Coronas=False
HighDetailActors=True
UseMipmapping=True
UseTrilinear=False
UseMultitexture=True
UsePageFlipping=True
UsePalettes=True
UseFullscreen=True
UseGammaCorrection=True
DetailTextures=False
Use3dfx=False
UseTripleBuffering=True
UsePrecache=True
Use32BitTextures=False
Use32BitZBuffer=True
UseVertexFog=False
UseAGPTextures=False
UseVideoMemoryVB=True
UseVSync=False
dwDeviceId=0
dwVendorId=0
DescFlags=0
Description=
Lolo Konijn
6th May 2001, 05:22 PM
Thanks for clearing things up for me.
I'll try setting my colors to 16 bit and/or degrading my texture quality.
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