hello all.
After doing the most exhaustive research on the subject I have a request/question.
You see when demos (clientside or serverside) are being played back there is no way to get a better FPS then the tickrate at which they where recorded.
(full description of the issue here)
this means it is absolutely impossible to get a decent slow motion of the action on demos because their framerate is caped at the server's max tickrate even if you set the demorec engine's properties to record at 1000tickrate.
the problem is that the demo playback engine does not interpolate the existing "ticks" from the tickrate to generate the frames in between two "ticks". The funny thing is that UT3 had the very same problem but EPIC fixed it by releasing a patch.
so pretty please with sugar on top, clean the f**king car. hem i meant could anything be done on the matter?
options to fix this:
-release a patch (I often fantasies about this. <3)
-develop a tool to "manually" interpolate demos. by this I mean to directly interpolate the file .demo4 and generating a 90fps demo with a 30fps demo.
tools of the kind already exist for UT (the classic old game). see movieunreal++.
Unfortunately i have tried every other trick in the book to improve demo playback and so this post is my "last shot" at ever getting a fully functional demo playback feature on ut2004.
anyway, any kind of response on the subject is most welcome and if anyone knows of a way to get in touch with the EPIC UT2004 team about this issue please post here.
cheers,
bubbles.



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