Original gibt es hier...
Unlike the full game, the demo does not contain demo recording functionality. But not all hope is lost for benchmarking as most maps in Unreal Tournament 3 have a flyby that can be used to benchmark GPU performance of static geometry. This means there are no weapon FX and AI overhead, but at least it's something http://utforums.epicgames.com/images/smilies/wink.gif
Below is the commandline that we use for this purpose
MAPNAME?causeevent=FlyThrough?quickstart=1?nocusto mchars=1?numplay=0 -seconds=300 -unattended -novsync -fixedseed -CaptureFPSChartInfo=1 -nomoviestartup
You may want to remove the "-CaptureFPSChartInfo=1" if you want to use an external capture application. By default data is written to the Stats folder in your My Documents folder.
Additionally, you will want to modify UTEngine.ini and set bSmoothFrameRate in
[Engine.GameEngine]
bSmoothFrameRate=TRUE
from TRUE to FALSE to disable frame-rate smoothing/ limiting.
Another form of benchmarking is to run botmatches as a spectator, though the variance between runs is fairly high, so this is mostly good for broader comparisons and trending. Having said that, it does fully test your system the way that playing against bots would and also stresses the GPU via weapon effects, player models and such.
The commandline that we use for this purpose is
MAPNAME?numplay=12?timelimit=5?automatedperftestin g=1 -unattended -novsync -fixedseed -CaptureFPSChartInfo=1 -nomoviestartup
The results of the benchmarking will be put in the following server in the form of a HTML page per level, with newer runs at the top.
My Documents\My Games\Unreal Tournament 3 Demo\UTGame\Stats
Unlike the full game, the demo does not contain demo recording functionality. But not all hope is lost for benchmarking as most maps in Unreal Tournament 3 have a flyby that can be used to benchmark GPU performance of static geometry. This means there are no weapon FX and AI overhead, but at least it's something http://utforums.epicgames.com/images/smilies/wink.gif
Below is the commandline that we use for this purpose
MAPNAME?causeevent=FlyThrough?quickstart=1?nocusto mchars=1?numplay=0 -seconds=300 -unattended -novsync -fixedseed -CaptureFPSChartInfo=1 -nomoviestartup
You may want to remove the "-CaptureFPSChartInfo=1" if you want to use an external capture application. By default data is written to the Stats folder in your My Documents folder.
Additionally, you will want to modify UTEngine.ini and set bSmoothFrameRate in
[Engine.GameEngine]
bSmoothFrameRate=TRUE
from TRUE to FALSE to disable frame-rate smoothing/ limiting.
Another form of benchmarking is to run botmatches as a spectator, though the variance between runs is fairly high, so this is mostly good for broader comparisons and trending. Having said that, it does fully test your system the way that playing against bots would and also stresses the GPU via weapon effects, player models and such.
The commandline that we use for this purpose is
MAPNAME?numplay=12?timelimit=5?automatedperftestin g=1 -unattended -novsync -fixedseed -CaptureFPSChartInfo=1 -nomoviestartup
The results of the benchmarking will be put in the following server in the form of a HTML page per level, with newer runs at the top.
My Documents\My Games\Unreal Tournament 3 Demo\UTGame\Stats