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UT2K4's NetCode

Odigo

Gawd
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Joined
Apr 22, 2002
Messages
820
UT2K4 has a awesome netcode. I get 160-200 ping on dial-up! :D Which sucks but it's excellent for dial-up :rolleyes:
 
I completely agree. Epic always writes really tight netcode. The only lag I ever experience is when a server is overloaded.
 
UT2k4 is THE most dialup friendly FPS I've ever played!

Epic has my $40 on 3-16, (so does EA :))
 
supposedly the demo doesn't have all the netcode optimizations that the full release will have, so look for further improvement...


(and get broadband)
 
Leaps and bounds over BF1942...nice to kill someone with LESS than an entire clip.
 
personally i find the netcode shitty
at 100 ping it feels choppy for some reason...
its fine on a lan tho
 
Originally posted by kennyfett
Leaps and bounds over BF1942...nice to kill someone with LESS than an entire clip.

On a scale of 1 to 10, BF is a 1. They couldnt even fix their own netcode so they added that stupid thing to the crosshair
 
ya, netcode in such a fast game is very important and ut2k4 is great

-warsaw
 
its actually hilarious... you compare netcode like this w/ BF or Halo pc. you really just wonder WTF some ppl are doing.
 
Originally posted by kennyfett
Leaps and bounds over BF1942...nice to kill someone with LESS than an entire clip.
umm sure, that would explain why all the atari servers only have 16 player max.

You ever wonder why people start complaining about lag with 18+ players, yep the netcode. Where as BF can handle 32-44 server running the exact same specs as a UT2k4 server.
 
Not to beat a dead horse or anything...but....you are all right! The code is TIGHT! Very fast and low LOW pings!
I cant wait for UT2004
 
A 1vs1 game with me hosting on my cable gave my other friend with cable 10 ping... i think its good....
 
Apparently not.

I consistantly have a ping of 30< and sniping and other basic leading is ridiculously exaggerated.
 
umm sure, that would explain why all the atari servers only have 16 player max.

You ever wonder why people start complaining about lag with 18+ players, yep the netcode. Where as BF can handle 32-44 server running the exact same specs as a UT2k4 server.

When it comes to killing enemies, I think it's a LOT tighter...

I don't play with more than 16 or 20 people anyway...most maps aren't big enough for 32 people in UT
 
There are 2 common causes to lag in a server, netcode and resources (too many people for the hardware). From what I see the netcode is tight, on a server with ~20 people with pings <100 everything's kickin'. Go to a 'random' server with a decent ping, but 32 players and it's slow from time to time. There are servers out there running 32 people with low pings and no lag.

This to me demonstrates server lag, IE too many people for the server to support.

You can't really compare the two, because there are other processes that can slow the server down. You can't draw the conclusion that because a server handles more people in BF1942 than UT2K4 the netcode is the cause. It's MUCH more likely that there are fundamental differences in the rest of the code that is responsible for the difference.
 
Actually, im lagging bad in most onslaught serves. My ping will be like 17 and i will still be lagging, and no, its not my fps.
 
don't forget that in ut2004 you also have voice chat info going over the web, so that is an extra load on both the netcode and the server that bf1942 doesn't have.
 
Originally posted by GuitarWizzard
Actually, im lagging bad in most onslaught serves. My ping will be like 17 and i will still be lagging, and no, its not my fps.
Perfect example of server lag.

Onslaught=big map + vehicles + power nodes=lag for slow servers. Solution would be to reduce the number of players allowed, I'd bet it was set at 32. I have seen servers run onslaught with 32 no lag (with chatting, but that doesn't help as it is extra overhead), I just bet those are beefier servers, but it's not the code...
 
Originally posted by Phoenix86
Perfect example of server lag.

Onslaught=big map + vehicles + power nodes=lag for slow servers. Solution would be to reduce the number of players allowed, I'd bet it was set at 32. I have seen servers run onslaught with 32 no lag (with chatting, but that doesn't help as it is extra overhead), I just bet those are beefier servers, but it's not the code...

yes and no.. he is getting major lag because the demo was just released so every jimmy and jill out there thinks ohh let me host a game for everyone on their athlon 1000mhz w/ 256mb ram.

just like any demo or game that is initially released there are many dumb ppl that try and host big games when the game comes out, im sure if he set his filters to dedicated only he would have to look for a long time for lag in ut2004.

but your point is true that there are many more factors then net code.
 
yes and no.. he is getting major lag because the demo was just released so every jimmy and jill out there thinks ohh let me host a game for everyone on their athlon 1000mhz w/ 256mb ram.
Either way, "This to me demonstrates server lag, IE too many people for the server to support." Drop the number of players and the same machine will run smooth. The fact that it's a new demo and not many people have a decent server (they are out there, look harder dammit!) is polluting the server list withh slow servers...
 
it has good netcode.

The maps and gametypes are not designed to have 30-ish players like BF1942. ONS would be retarded with that many people respawning. Epic decided (quite right, I think) to design gametypes that would allow clans to be ~10-15 members, tops and thus have more clans and more variety.

I think this is the best model for online gaming b/c clans are pretty fragile and honestly do you want to have 40 ppl in your clan, of which you talk to maybe 5 on a regular basis or have 10 ppl who you know pretty well?

. . ..
 
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