Tournament completed. Thanks for participating. Hope you had fun!!! Ranking found on page 22.LivestreamsLivestream:
http://www.livestream.com/teamiddqdLivestream2:
http://www.own3d.tv/live/77695/Mount_and_Blade_cRPGLessons learned:Evaluation thread for rules changed to next battle:
http://forum.c-rpg.net/index.php/topic,9082.0.htmlConcerning lag:
For a lot of people this battle puts the maximum stress on your computer. In order to get the best performance in battle you can use the following guidelines I stole from the nDitions forum:
Original post by Willow
I've noticed alot of people complain about lag, so here are some suggestions which might reduce it a little. I won't cover all the quality/performance tradeoffs (anti-aliasing, anisotropic filtering, ragdolls, etc), I'm just gonna focus on the things that should give you extra raw performance.
First I'll cover the settings in rgl_config.txt:
1. render_buffer_size
By default I think this is set to 15. Judging by its name I'd say this is the size of the buffer used for rendering individual frames, so in theory 15mb should be more than enough at any resolution. However, lots of people claim to get a huge performance boost by increasing this value, and I'm inclined to believe them. I suggest setting this value to half of your video card's memory (256 in my case), but you may want to experiment with this value a bit for yourself.
2. max_framerate
You'd think setting your framerate to reflect your screen's refresh rate would produce optimal results, but this is not the case. In alot of games input is handled in the same loop as rendering frames, so a low framerate will result in input lag. I suggest you set this value to at least 120. If you experience alot of screen tearing make sure it's not a multiple of your screen's refresh rate. I set it to 140.
3. use_ondemand_textures
Set this to 0. It might increase startup time a little but imho it's better to load textures in advance than while playing.
4. enable_edit_mode
Only enable this if you plan to do some map editing. Otherwise performance will suffer.
5. force_vsync
I suggest you turn this off. If you have a screen which supports 100hz or 120hz you might get decent results if you also enable triple buffering in your video driver, but otherwise definitely turn this off.
6. use_instancing
Setting this to 1 could improve performance a little on maps with lots of similar meshes. Your mileage may vary.
7. use_secure_connection
Changing this setting might help if you experience problems populating your server list. I have it set to 1.
8. max_number_of_connections
MOAR IS BETTER, RITE? No, it's not. This is the number of connections warband will establish simultaneously when requesting the serverlist. If you set it too high, the pings listed will be less accurate and in the worst case alot of servers won't appear. I have it set to 16.
Also I changed the amount of pre-rendered frames in the nvidia control panel to 0.
You might be able to get a slightly better ping by following this guide.
About screen resolutions, I personally prefer lower resolutions if they give a better refresh rate. Using a non-native resolution on lcd screens results in extra input lag though. This is because your screen will have to scale the frames, which adds extra delay to the pipeline.
On my old crt screen, I used to play warband at 1024*768@85hz with fps capped at 120. I never experienced any lag or fps drop whatsoever on any of the maps on rotation, even with close to 40 people on it.
Last week I received my new lcd screen, a Philips 220C1SB. I've set my max framerate to 140, and I haven't experienced any fps drops at 1680x1050@75hz in any of the maps currently on rotation (I did get a slight fps drop on Snake's map V1 at high graphic settings, but that map is no longer on rotation). Most screens that use a single DVI link cable don't seem to support 1680x1050 at 75hz, I have no idea why this is. My screen only supports 75hz up to 1440x900, I had to force it to 75hz at native resolution and it works beautifully. If you use a single link DVI with your lcd screen, it might work for you too (but it won't work at higher resolutions because DVI doesn't provide enough bandwidth). Do some googling and you can use this tool to verify your screen isn't dropping any frames.
For reference, this is my complete rgl_config.txt:
first_time = 0
texture_detail = 100
render_buffer_size = 256
max_framerate = 140
start_windowed = 0
use_pixel_shaders = 1
use_vertex_shaders = 1
fake_reflections = 1
show_framerate = 0
use_ondemand_textures = 0
use_ondemand_textures_mt = 1
disable_music = 1
disable_sound = 0
disable_frequency_variation = 0
cheat_mode = 0
enable_blood = 1
enable_edit_mode = 0
force_single_threading = 0
debug_mode = 0
display_width = 0
display_height = 0
display_bits = 32
antialiasing = 0
sample_quality = 0
alpha2coverage = 0
force_vsync = 0
shadowmap_quality = 1
shader_quality = 2
postfx_dof = 0
postfx_hdr = 0
postfx_autoexp = 0
flora_degrade_distance = 75.0000
flora_lod_detail = 0
use_instancing = 1
use_secure_connection = 1
max_number_of_connections = 16
look_for_server_on_this_machine = 0
music_volume = 0.0000
sound_volume = 1.0000
mouse_sensitivity = 0.7000
invert_mouse = 0
enable_lighting = 0
enable_particles = 0
enable_blood = 1
enable_character_shadows = 0
enable_accurate_shadows = 1
number_of_corpses = 0
grass_density = 0
combat_speed = 2
friend_combat_difficulty = 2
adapter_format = 0
reduce_combat_ai = 0
reduce_campaign_ai = 0
combat_difficulty = 2
display_labels = 1
display_targeting_reticule = 1
display_attack_direction = 0
turn_camera_with_horse_in_first_person = 2
verbose_damage = 1
verbose_shot_difficulty = 1
battle_size = 2.0000
attack_direction_control = 2
defend_direction_control = 1
lance_control = 2
anisotropic_filtering = 0
enable_environment_shadows = 0
verbose_casualties = 1
verbose_experience = 1
realistic_shadows_on_plants = 0
number_of_ragdolls = 0
gamma = 1.8000
character_detail = 1.0000
character_shadow_detail = 1.0000
control_mouse_movement_y_scale = 1.5000
blood_stains = 0
use_winmm_audio = 0
enable_version_check = 1
enable_aspect_ratio_control = 1
realistic_headshots = 0
auto_gfx_quality = 0
ServersThe server is
EU_CRPG_8. The maximum number on the server is 170, that means, apart from referees and recorders, each
team must have 5 spectators/Substitutes.
I will ask you NOT to use those spots if not needed desperately in order to fight lag.
Commanders of each team meet the referees in the following TS channel 15 min before battlestart: 62.104.20.219:10019 Rules:http://forum.c-rpg.net/index.php/topic,8241.0.htmlMap will be
large steppe Medium steppe.
There will be a
map change after each 5 finished rounds.
Each team consists of 75 members. 25% rounded down means 18 people.
- That is 18 cavalry of which 4 may be heavier than destrier.
- 18 ranged.
- 15 may wear armor heavier than transistional.
HA counts as 1 ranged + one cav.
Flags not allowed
Concerning Draws: if a team at the end of a round (draw) has more than twice as many +1 players alive than the enemy they will win the round.
Referees can warn players that they are delaying and if there request to engange is not heeded a win can be awarded to the opposing team.
Referees must warn min. 2 times and at least 30 sec. before end of round, preferably 1 min.
Cavalry beware: As you are the most maneuverable you decide when and where to fight. Do not delay... You might risk your team loosing a match.Total battle cannot last more than 1 hour and 30 min.
Referees will be:
Tear_of_Destiny, Tydeus, a_bear_irl.
Teams:
Teams will probably garner discussion. I am only going to change it if there are some seriously good arguments against the current team balance.
Team 1: Fallen 20, SoA 15, Bandits 10, Guards 10, Nordmen 10, Inglorious 5, GK 5
Team 2: Risen 20, Wolves 15, Acre 15, Legio 10, Bashi 10, Wolper 5
Team 3: Pillagers 20, Kapikulu 15, Templars 10, Shogunate 10, Pecores 10, VRN 5, Ninjas 5
Team 4: Teutonic 20, 22nd 15, STR 15, HRE 10, Warpigs 5, Ruconquista 5, BIA 5
Battle Schedule:
Please be on the servers at least 5 min before! password to server will be given to team commander...
Team 1 vs. Team 2: Sunday the 26th of June - 19.00 gmt. =
Team 1: 6 wins. Team 2: 0. Draws: 2.Team 3 vs. Team 4: Sunday the 26th of June - 17.00 gmt. =
Team 3: 5 wins. Team 4: 3. Draws : 2.Team 1 vs. Team 3: Sunday the 3rd of July - 17.00 gmt. =
Team 1: 8 wins. Team 3: 1 win. Draws:0Team 2 vs. Team 4: Sunday the 3rd of July - 19.00 gmt. =
Team 2 forfeit. Victory goes to team 4.Team 1 vs. Team 4: Sunday the 10th of July - 19.00 gmt.
Team 2 vs. Team 3: Sunday the 10th of July - 17.00 gmt.Confused about timezones?
Map of Timezones
Note that the map is in UTC and a large part of Europe is UTC +1 ekstra because of daylight saving
Britain, Portugal are GMT +1 hence first battle is 18.00 and second is 20.00
Denmark, Germany, France, Italy Spain is GMT +2 hence battle is 19.00 and 21.00
Ukraine, Baltic countries, Romania, Greece, Turkey is GMT +3 hence battle is 20.00 and 22.00
Russia and Saudi Arabia are GMT +4 hence battle is 21 and 23
Georgia and Armenia is GMT +5 hence start is 22 and 24
Eastern Russia and Kazakstan is GMT +6 hence start is 23 and 01.
There have been problems with teams not having enough members.
To counter this please check with your clans and send a roster to Tydeus at latest Saturday!!!