Tim vertelt hier wat over de vorderingen van de Unreal 2.25 patch.
The recent work on 225 has been focused on improving server performance and stability, and it has been paying off really well. It turns out that 224's server code was noticeably slower than 220, as a result of some code improvements I made but didn't test and time rigorously. The two bottleneck routines in the server are the visibility tracer and the actor replicator. I've been making the visibility tracer faster by processing all actors simultaneously and optimizing the code for a pure "yes/no" visibility test, rather than using the more general (and slower) line trace routine built into the engine. The actor replicator has gained significant speedups from a combination of low-level optimization (to the bit-stream writer, and replication condition caching code), and a new time-stamping system that speeds up replication by up to 50% on servers with high player counts.
Now, the 225 server is faster than all previous versions, and I'm working on some further improvements over the next few days.
Laten we hopen dat ie dan ook in de next few days wordt gereleased.