Servers by default allow a maximum Netspeed of 15,000, or 20,000 if changed by the admin this could be changed to any value if the admin is willing. It’s best to stick to a frame-rate and packet/s that your machine and connection can handle stably.Īnother reason not to use 335fps or higher is that this would need a Netspeed value greater than 20,000. So, there isn’t much point in trying to use 335fps or higher for example. As the table shows, the gains in reduced latency become smaller as you go higher in frame-rate and packets/s sent. This may in-fact give you the feeling of a more stable ping. The more packets you send per second the less time your weapon fire or movement change needs to wait before your input is registered to the server. Your ping to the server is another matter. To clarify, the latency in the table refers to the time between packets sent. I’ve also included frame-rate values of up to 333fps for anyone who’s feeling adventurous.
There’s much less oscillation in frame-rate values with it on. It makes the input lag from your machine more consistent as tested by noacc on ESR. I’ve found that enabling HPET in BIOS changed the frame-rate values needed in the ini. As netspeed is >15000 then it might be a problem with some servers you can however still keep the same frame-rate but halve your packets sent to 125 packets/s by using KeepAliveTime= 0.004, which should be fine for 15000 netspeed. Same method might apply to other frame-rate values.Įdit, 250fps: If you’d like to try for 250fps then I’ve had someone tell me how they’ve managed to get it stable whilst sending 250 packet/s with these values: MaxClientFrameRate=252 (or 250 with Nvidia), Netspeed >16000, KeepAliveTime= 0.003. It jumps to 300+fps sometimes, also on some maps such as DM-1on1-Roughinery-FE it drops far below 250fps.Įdit: It seems as though Nvidia users may need to put MaxClientFrameRate=200.0 instead of 202 or 205 to get a stable 200fps in-game. I’ve not included values for 250fps or higher because I’ve not managed to get it stable. Here’s a table with all the (amazing) info I’ve found: At the default KeepAliveTime value with MaxClientRate=202 the fps would often jump to 230+fps and wouldn’t feel smooth. I’m still not 100% sure on what KeepAliveTime is doing EDIT: (Epic recently stated it doesn’t add any gameplay value – damn ) but at some values it does make the frame-rate more stable. This sends 194 packets/s at 202fps – reducing latency to 5.2ms. So far I’ve managed to find stable frame-rates of up to 202fps by changing the KeepAliveTime value. When the Netspeed is set above 10000 (also unlocks fps cap) then the game will send 85 packets/s at 85fps, which gives you 12ms of latency. This sends about 43 packets/s, which gives you 24ms of latency before you’ve sent that data to the server.
#Unreal tournament 2004 pc competative settings Offline#
Why more packets? So that the game doesn’t have to wait as long to send your ‘hit data’ to the server – meaning that your hits will be registered more often and more accurately! Before anyone complains, the weapons fire rates are independent of the games’ tick-rate, frame-rate, or packets sent/s, meaning that firing weapons online should be closer to how they feel offline (The way it’s meant to be played ).īy default the online fps is capped to 85fps. To achieve this we need a high stable frame-rate and to also tweak connection settings to send more packets of data. What we all want to achieve is lower latency when playing online to give us the best gaming experience. Since this game is almost ten years old a lot of the settings were designed for PC’s and networks of pre-2004, but we can now change some things to make better use of current tech. There is often some confusion as to what netspeed to use and which frame-rate is better than the other, hopefully this guide will put this to an end. Since there doesn’t seem to be a definitive guide on UT2004 frame-rates and connection settings, I thought I’d share what I found to make everyone’s online experience (much) better. I'm posting this here since UnrealNorth has been down for some time now, and I think this should be preserved. Disclaimer: This is a copy of the UT2004 Max FPS & Connection Settings Guide posted on the -Forums by asc.