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.

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