Originally posted by dirkduncan
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Often I'm one of the first guys to join a new 32p ONS map. I also have 2GB of RAM, ValueRAM with lame timings and a 1.86 C2D oc'ed to 3GHz. All I had to do is what I said, and avoid UT2004\cache fragmentation. Otherwise the disk could really be the bottleneck.
Sure, crazy high end stuff, could make me load even 2 or 3 second faster, but then with UE3 file access is not synchronous with the CPU (I believe that's what Epic means about streaming). It is processing some data while the disk is reading ahead. And servers wait for players to join.
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