aar88 said:There are 150-slot servers in Joint Ops...and it doesnt lag, just a bit lower fps though , but playable!
Actually I have joined booth 200 and 250 slot servers on JO.
Works ok .
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aar88 said:There are 150-slot servers in Joint Ops...and it doesnt lag, just a bit lower fps though , but playable!
9Ghz actually.Scoobin said:Most of you folks are missing the point. Its not just a netcode issue, the Unreal is very cpu-hungry and for each player you add it requires a ton more cpu. The devs were saying you would need a server with 8ghz cpu to run a 64 player server simply because the engine was never designed to host more than 32. I thought it was in this thread but it may have been a similar one, I've done a search and can't see it.
Battlefield games is 64 players and no lag.
So i agree.
Day of Defeat (not Source) runs with more than 60 frames on my computer, yet RO runs like sh!it. They should change that somehow. It was possible in Day of Defeat, which is much older and it runs on a less advanced engine than RO so it should be easy to achieve in RO.Battlefield games is 64 players and no lag.
So i agree.
Day of Defeat (not Source) runs with more than 60 frames on my computer, yet RO runs like sh!it. They should change that somehow. It was possible in Day of Defeat, which is much older and it runs on a less advanced engine than RO so it should be easy to achieve in RO.
FIX IT!
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/sarcasm
Actually, DoD:S runs better than RO on my comp. Processor bottleneck probably, or then the RO LOD player models could use some tweaking.
RO and the UT2k4 engine in general are much more CPU intensive than Doom 3 ever was.
Not all maps currently in can be played by 64 players. I would like a server which changes its slots according to the map.
What the hell is this thread doing back up here...