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Old 10-08-02, 09:09 PM   #13
The Baron
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Gonna go give D3D another shot.

I DO have some odd performance drops (mainly in Slaughterhouse--for whatever reason, that map runs like all hell for me), and I don't know if I tried D3D with the 40.72s.

Will report back in a bit.
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Old 10-08-02, 11:06 PM   #14
The Baron
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I have seen the light.

My specs:

1.4 TBird, not OC'd
GF3 (stock, non-Ti model)
512 DDR
WinXP Pro

First, I recommend setting texture detail to normal. Yes, normal. It runs better if you don't have that 128 megs of ram that the ******* GF4 users have.

Next... this will sound crazy, I know... disable the pagefile. Yes, disable it.

See, the difference between D3D and OGL is this...

D3D: slower, but more inclined to be smooth

OGL: WAY faster, but can get jittery like a small child that found your crack stash

Now, if you watch OGL normally, you'll see that when it pauses, the HD light goes on. It's because WinXP always uses a bit of the pagefile, so kill it dead. (don't do this in Win9x. it causes explosive diarrhea for your computer. not pretty..)

Turn off VSync.

Watch the Magic.
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Old 10-09-02, 01:21 AM   #15
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Baron, when you mention page file, do you mention the Windows page file? Wouldn't one need an insane amount of memory to do that?

Or do you mean the UT2003 cache file?

Speaking of the cache file, has anyone experimented with it and gotten better performance? If so, what setting did you use?
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Old 10-09-02, 01:25 AM   #16
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Reading on the Infogrames forums, one of the UT programmers responded to somebody suggesting to up the cache size of UT with "NO!!! It's 32 megs for a reason! LEAVE IT ALONE!", so I went back to 32. Can't really tell a difference, but oh well.

And yes, I DO mean the Windows pagefile. 512 megs is all you need... have been running that way all night with no problems.
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Old 10-09-02, 01:34 AM   #17
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Great. I will now add that in. Changes have already been made.

You are saying that this is solve the sudden performance drops in OpenGL? By the way, did you happen to notice FPS drops staring at grass?

Does the page file tweak effect D3D performance?

It is strange a game that uses so much memory doesn't die when the page file is off, but that's a good thing.
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Old 10-09-02, 01:56 AM   #18
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Doesn't solve them entirely, but they were MUCH better for me (maybe a 5 FPS drop now and then instead a 25 or 35).

Doesn't seem to affect D3D performance much. D3D seems to be a LOT more CPU-limited than OGL--somebody with a faster proc please check this out for me.

Haven't checked the grass... will check tomorrow.
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Old 10-09-02, 02:40 PM   #19
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I was running the game in d3d at 10x7 and it was horrible. That was using my old 28.90 driver set. I upgraded to 40.72s and ran ut binder, fired up OGL and watched my frame counter go no lower than 45 fps in a heavy fire fight, as high as 90fps while running. I am stoked.
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Old 10-09-02, 03:13 PM   #20
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In OpenGL, I do notice performance drops. I may drop down to about 40-45 fps which is much better compared to performance drops in D3D where I might go down to about 25-30 fps. I think it's pretty obvious which renderer I'll be using.
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Old 10-09-02, 03:43 PM   #21
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Here D3D runs much smoother than OGL.
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Old 10-09-02, 04:09 PM   #22
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Like I said, I think it's CPU-related more than anything else, so there will eventually be a threshold in terms of CPU power where D3D WILL run better than OGL, at least for this version (who knows, one of them might be vastly improved in a patch).
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Old 10-09-02, 06:43 PM   #23
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Regarding the patch, Epic has stated there is one in the works. However, nothing about performance optimizations have been mentioned. The statement can be found at the official UT2003 forums.

Does anyone know if the next version will have better performance? This game seems to be screaming for better hardware.
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Old 10-09-02, 07:39 PM   #24
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Of course it will have better performance--memory leaks and such will be eliminated.
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