Le patch 1.3 pour New World Order vient de sortir. Il augmente le framerate jusqu’à 60% (?!) et permet au jeu de mieux tourner même si vous avez « seulement » 256Mo de RAM :
This upgrade makes NWO run faster and smoother, especially if you only have 256 megs of RAM in your PC. Stability in the game – especially during heavy multiplayer matches – has been greatly improved and networking has got new tools to shine, lag compensation and server-side packet checking and down throttling improves throughput.
The single-player game has been given a significant boost in performance.
We will now ramp up the pace of improvements to the actual game play, rules, ranking-points distribution and special effects in NWO. The following upgrades will take into account the ideas and wishes many have expressed in our forums. You all have a chance to have a part in tweaking NWO to its maximum.
Merci BlackRaptor pour l’info.[–SUITE–]
Problems solved V1.3:
– Massive texture and geometry compression added, loss
less. 35-45% (depending on map) off in memory usage
squeezes NWO into 256 megs of ram, even with the
largest maps, without needing to use virtual memory.– 10-25% (depending on hardware) world rendering
speedup.– 25% player models rendering speedup.
– 50-60% Single player/coop fps increase.
– Code added that disengages not seen (DVA test) players
from the rendering / animation pipelines completely – to
further increase performance.– Added server packet-routing auto-adapt code, that will
give a client that is maxing out his connection an evenly
distributed stream of packets from other clients.
Eliminates high network-speed clients taking up too much
of the available bandwidth to low-bandwidth clients,
which could cause lag.– Improved server packet decide-to-route code to
eliminate transmission of un-needed packets.– Improved client-to-server network transmission further.
Added auto-adapt code that down-throttles more
efficiently.– Improved client-prediction code to be able to handle
out-of-order packets properly and to handle predictions
further ahead of time using a larger memory of previous
movements.– Added lag-compensation layer that shifts time back a
little during lag conditions to get access to more
actual / real data of position and velocity.– Fixed plant-the-bomb bug where you would keep a copy
of the bomb, after planting the bomb, if you had equipped
grenades.– Fixed bug where non-planting team could pick up bomb,
plant it, disarm it and win the round.– Fixed round restart bug where too much of the message
queues would be flushed. Could cause instability.– Fixed spectator bug that could cause crash.