Talk:Unreal Tournament 2004

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)

There was already some information about the ECE in the releases section. I think it might work better separate from that though. Then there could just be a link to the later section in the releases area. --Haarg 00:28, 24 July 2007 (EDT)

System Requirements should probably be under Additional Information. --Sir Brizz 00:42, 24 July 2007 (EDT)

There was never a "single DVD" release in the US, thus that release detail needs a bit more detail. --Sir Brizz 00:05, 30 July 2007 (EDT)

hey, under the Engine section where it lists additional middlware engines...why is SpeedTree there? I don't recall it ever being used in UT2004. I know it was integrated into the engine but it wasn't used with UT2004.