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				Map loading times
				Posted: Thu Dec 01, 2005 7:12 pm
				by oxidize
				Any one know the reason why it takes absolutely ages (like 3 minutes) for the map to change on some of the servers?
I'm running some servers you see - and if possible would love to eliminate this problem as it makes people disconnect. 
It might be something as simple as 1 cfg command, but if you know how to make it change as quickly as possible that would be greatly aprechiated.
			 
			
					
				
				Posted: Thu Dec 01, 2005 7:31 pm
				by o'dium
				Thats because your running the game on too high a detail setting. Q4 needs a lot of ram, at least a gig for decent perfomance, 2gig for the best performance. (Although 1gig is more than fine).
It has to swap a LOT of textures each time it reloads a level, and obviously lowering your texture detail will make this quicker.
It may play good enough for you, but lower the detail and see how much quicker it loads.
It may also be your ram, it may be too slow, and it may even be to hot.
			 
			
					
				
				Posted: Thu Dec 01, 2005 8:16 pm
				by kleeks
				these are dedicated servers odium
			 
			
					
				
				Posted: Thu Dec 01, 2005 8:19 pm
				by jester!
				Yeah I was wondering this myself, the difference on a few of the servers I play on is minutes...
			 
			
					
				
				Posted: Thu Dec 01, 2005 8:47 pm
				by kleeks
				hmm many musings - although managed to find nowt on google, and i'm damned if i can see any cvars that may help with this problem.
some of the things i'm wondering if they may effect things ?
- how often are the servers rebooted (could it be if they are left to run for a long time things could get 'clogged up?' - I'm sure we rebooted q3 servers daily for a reason)
- how are the maps called (are you using a mapcycle.scriptcfg or a list in the server.cfg)
- also wondered if the difference was accounted for by some of the servers you use running linux and others windows jester ?
I apologise for the complete lack of answers  :icon32:
			 
			
					
				
				Posted: Thu Dec 01, 2005 8:52 pm
				by jester!
				Hmm good question, I think the reboot one may have something to do with it, I dont know, I will have to jump in irc and ask around later on one of the specific servers that is really bad.
			 
			
					
				Re: Map loading times
				Posted: Fri Dec 02, 2005 12:07 am
				by Ezekiel
				oxidize wrote:Any one know the reason why it takes absolutely ages (like 3 minutes) for the map to change on some of the servers?
I'm running some servers you see - and if possible would love to eliminate this problem as it makes people disconnect. 
It might be something as simple as 1 cfg command, but if you know how to make it change as quickly as possible that would be greatly aprechiated.
I demand pictures of UKJSalty on the loading screens!
 
			
					
				
				Posted: Fri Dec 02, 2005 2:20 am
				by Psyche911
				o'dium wrote:Thats because your running the game on too high a detail setting. Q4 needs a lot of ram, at least a gig for decent perfomance, 2gig for the best performance. (Although 1gig is more than fine).
I'm not seeing that at all. I ran Q4 in window mode and it rarely went over 350MB of RAM. When loading maybe up to 400. That's with medium settings. You're saying with high settings the game uses twice as much RAM?
P.S. I had 1GB, recently upgraded to 2GB. Loading times were quick before and after.
 
			
					
				Re: Map loading times
				Posted: Fri Dec 02, 2005 3:16 am
				by Hex
				oxidize wrote: 
I'm running some servers 
What are the hardware specs on the servers?  SCSI/IDE? ata33/133/u160/what?  OS?  etc?
Maybe like odium said with loading lotsa graphics, or slowness of the I/O (slow drive access, defrag problem) or simply too slow a machine?
 
			
					
				
				Posted: Fri Dec 02, 2005 10:59 pm
				by PuPPeT
				well maybe those servers use this command : 
net_serverReloadEngine -->
"perform a full reload on next map restart
(including flushing referenced pak files) -
decreased if > 0"
			 
			
					
				
				Posted: Sat Dec 03, 2005 12:10 am
				by kleeks
				hehe n1 puppet, that looks like it could well do it
edit : hmmm it does appear to be set to 0 already