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Difference between revisions of "Talk:Unreal Tournament 2004"
From Liandri Archives
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I'm not sure. It's somewhat confusing either way and perhaps needs to be spelled out what the difference actually was. The problem is that the netcode was "improved" but it was only done so for what Epic must have felt was the "sweet spot", aka 8-24 players. --[[User:Sir Brizz|Sir Brizz]] 01:11, 22 July 2007 (EDT) | I'm not sure. It's somewhat confusing either way and perhaps needs to be spelled out what the difference actually was. The problem is that the netcode was "improved" but it was only done so for what Epic must have felt was the "sweet spot", aka 8-24 players. --[[User:Sir Brizz|Sir Brizz]] 01:11, 22 July 2007 (EDT) | ||
− | I just re-worded it to remove subjective language about "better" and "worse" and stuck to the functional improvement of the netcode: vehicles and player count. | + | I just re-worded it to remove subjective language about "better" and "worse" and stuck to the functional improvement of the netcode: vehicles and player count. --[[User:W0rf|W0rf]] 11:47, 22 July 2007 (EDT) |
Revision as of 08:47, 22 July 2007
Umm, about that 'Additional Info' section... UT2004 netcode didn't really improve anything, it just made it different. It allowed for 32 players + vehakals, but due to all the bandwidth "optimizations" it worsened support for low player counts such as 1v1 matches. 1v1 servers often run at twice the default tick rate (or higher) because of how terrible the netcode feels in such a situation. The default tick is 20 or 25 (I can't remember which), and the community has a self-mandated rule that all competitive matches much be played at 35 tick or high. 1v1 servers are often 40-50 tick and there have been some at 60-70 through the years. Certainly this is proof that UT2004 netcode is not better, right? -- T2A` 17:31, 21 July 2007 (EDT)
I'm not sure. It's somewhat confusing either way and perhaps needs to be spelled out what the difference actually was. The problem is that the netcode was "improved" but it was only done so for what Epic must have felt was the "sweet spot", aka 8-24 players. --Sir Brizz 01:11, 22 July 2007 (EDT)
I just re-worded it to remove subjective language about "better" and "worse" and stuck to the functional improvement of the netcode: vehicles and player count. --W0rf 11:47, 22 July 2007 (EDT)