Tournament Performance Tweaks
Unreal Tournament performs best with at least 64 MB of system memory.
With 128 MB of system memory, you should never see any pauses due to virtual
memory swapping. TNT 1, TNT 2 and GeForce 256 users with less than 128MB of RAM may experience heavy
virtual memory swapping. This is a known issue with the current Nvidia
Direct3D drivers. We are working with Nvidia to improve this
Unreal Tournament also requires space for a swap file on your system hard
drive. We recommend you allow Windows to automatically manage your swap
Frame Rate Tweaks
Note that the 'advanced options' window can only be accessed by typing
'preferences' at a console prompt.
- Make sure you upgrade to the latest UT
patch which contains improvements to the D3D code. For further details
on performance/quality troubleshooting check out the UT
- Detail texturing and volumetric fogging have a large impact on performance, which is why
they are disabled by default in D3D; to enable these, go to the advanced options -> Rendering -> D3D
- Hardware 3D sound adds a LOT of overhead to the sound occlusion
calculations. For the fastest framerates, you should turn off 3D
sound because of this.
- In the options->preferences menu, under the HUD tab, you can adjust
your Heads Up Display. Reducing what is drawn on your HUD can improve
performance, particularly if you are using D3D or OpenGL. In
particular, getting rid of the player status and weapons sections will make
- You can hide your weapon to improve performance. This also has the
advantage of making your view less obstructed. To hide your weapon,
select hidden for your weapon hand in the options->preferences menu under
the game tab. If both your weapon and the weapons section of your HUD are hidden, a color coded text description of your weapon will pop up when
you change weapons to facilitate changing to the correct weapon.
- In the options->preferences menu, under the video tab, you will find
several settings which can be modified to improve frame rate.
- Color Depth: Choose 32 bits for software rendering (this is
faster than 16 bits for software). With D3D and OpenGL, 16 bits
may provide some performance advantage over 32 bits. Depending on
your system memory, video card and drivers, this improvement may be
significant or negligible. Experiment with both
- World Texture Detail: With D3D and OpenGL, you may see some
performance improvement at medium texture detail compared to high
- Skin Detail: With D3D and OpenGL, we recommend medium skin
detail. High skin detail uses more video card memory.
- Min Desired Framerate: This specifies the frame rate threshold
below which Unreal Tournament will start dropping detail - reducing
model detail and not drawing optional effects.. If this is set
higher than your normal frame rate, then you will never see reduced
graphics almost always, but get the best possible performance. We
recommend setting it so that your normal frame rate is several fps above
this value, allowing you to typically see all the effect in UT.
When your frame rate drops because of a heavy firefight, Min Desired
Framerate will kick in to minimize the drop in performance.
- Show Decals: Turning this off will improve performance.
- Use Dynamic Lighting: Turning this off will improve performance,
particularly with OpenGL.
- The NoFractalAnim switch can be turned on for a performance improvement
with cards that slow down with per-frame texture uploads, especially with
OpenGL and to a lesser extent D3D. This takes effect at a
package's loading/init time, so you'll have to restart a level to see it
take effect. The NoFractalAnim variable sits at the [WinDrv.WindowsClient] section in the
unrealtournament.ini file (in your unrealtournament\system directory), and under 'display' in the advanced options.
- Direct3D should always be faster for TNT1 and TNT2 users. But we have had reports
from some users that OpenGL runs better than D3D, so if you are unhappy with your D3D performance,
it's definitely worth giving a go. If you do, be sure to set the
NoFractalAnim variable to true, because per-frame texture uploads under
OpenGL drivers are generally very slow.
- Unreal Tournament can perform quite well in software mode, but it should be
run at a lower resolution than with 3D hardware to get the best
performance. Rendering transparent effects has a significant performance
impact in software mode at higher resolutions. For the best performance,
choose a resolution between 320x240 (any system with processor speed less than
300 MHz), 400x300, or 512x384 (only with processor speeds over 500 MHz).
these low resolutions, software mode will usually run faster in 32 bit color than in 16 bit
color. Make sure to set color depth to 32 In the options->preferences
menu, under the video tab.
- Setting HighResTextureSmooth and LowResTextureSmooth
to false ( advanced options -> Rendering -> Software Rendering ) also speeds up rendering (but
shows blockier textures.)
- If you are seeing significant lag while playing Unreal Tournament, try
adjusting your netspeed. You can do this by typing netspeed xxxx
(where xxxx is a value in bytes/sec). Your new netspeed will be
saved. Typically you will want to adjust the netspeed setting down if
you are seeing poor performance, because Laggy network play is very likely
because your connection cannot handle the rate selected for it.
Netspeed is set by default based on your selection of your network
connection in the networking menu. The default values are 2600 for
modems, 5000 for ISDN, and 20000 for xDSL, cable modem, and LAN.
For example, some cable modems limit upstream bandwidth. For cable
modems, try netspeed 10000 or lower if you are seeing poor network
Experiencing poor Internet play on your Voodoo3 3500TV?
As Voodoo Extreme
reports, the Voodoo3 3500TV's WebTV installer does some evil things to your
Internet setting, causing many games (including Unreal Tournament and Quake 3
Arena) to experience poor Internet play:
Hello, We are aware of the problems that the Voodoo3 3500TV is experiencing
with online games. Many of these problems can be cured by removing WebTV,
however that will disable the Visual Reality software. The problem usually can
also be cured by removing the Internet Explorer 5 upgrade from Windows98.
While these are just a work around, and not really fixes, both options usually
will cure the problem until 3dfx releases a real fix. We are currently working
with Microsoft to try and figure out whether the problem is due to Microsoft
software (WebTV and IE5) or 3dfx software (3500TV drivers and Visual Reality).
Thank you for your patience,
Aaron D. Patton
3dfx Interactive Email Support
- Make sure to match the maximum number of users for your server to the
bandwidth you have available. The amount of bandwidth required for
each user is determined by the MaxClientRate, which is set by default to
20000 bytes/sec. If your connection is bandwidth limited (for example
a cable modem), you should reduce this value (you can edit your
UnrealTournament.ini file in your UnrealTournament\system directory -
MaxClientRate is in the [IpDrv.TcpNetDriver] section). Make sure that
the MaxUsers x MaxClientRate is less than your available bandwidth (in the
case of cable modems or xDSL, your upstream bandwidth).
- We recommend disabling local NGStats for internet servers.
Processing the NGStats logs takes some time between levels, which may result
in remote clients getting disconnected. You can find this setting in
the options->preferences menu, under the game tab.
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