I found a pretty big bug in patch v3339 (I use the linux version to be precise) When the server records a demo of the match, the tickrate of the net changes to the DemoRecDriver`s tickrate. So the net tickrate setting becomes useless.
I`ve also posted this over at unrealadmin.org
Example:
So with these settings...
The online game will start with a tickrate of 40, till you record a demo serverside ("admin demorec xxx"); it will change the tickrate immediately to 30. And when the demorecording is over ("admin stopdemo" or mapswitch) it will be back on 40.[IpDrv.TcpNetDriver]
NetServerMaxTickRate=40
LanServerMaxTickRate=35
[Engine.DemoRecDriver]
NetServerMaxTickRate=30
LanServerMaxTickRate=30
If you change the tickrate value in the DemoRecDriver, it will also change the net tickrate right away (but then all demos will be recorded with 40fps i assume, which will cause bigger file sizes and slower replay for system that cant stay above 40fps).
I personally come from the TDM scene where we use UTComp and its "auto-serverside-demorec option". This automaticly lets the server make a demo when the match has started (after countdown). Everyone checks the tickrate while in warmup mode, so almost nobody notised it changed. But we all did experience the effect.



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