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^We all do :p.

@Unimatrix : TF2 dedicated server is very buggy at the moment, for me it doesn't even start up once I click the start dedicated server button, it crashes immidiately :s.

Happens to me too, the linux server isn't too much better, took quite a few tries to actually get it to run too.

Left 4 Dead has an updated Source engine with even better multi-core support, Valve are back-porting those changes to the older Source engine (i.e. TF2), This is going to take time and they only said they were doing it a month or two ago.

I know I'm sounding like a broken record, but I'll believe it when I see it. They've said that for a long time. A year ago they said the update would be out in a month, and it's been much longer than that.

I know I'm sounding like a broken record, but I'll believe it when I see it. They've said that for a long time. A year ago they said the update would be out in a month, and it's been much longer than that.

Left 4 Dead was released in November last year, I don't see how they said they were going to update TF2 to L4D's engine "in a month" 8 months before it was even released.

I never said anything about Left 4 Dead. They've been saying they're going to add multicore support to all the Half-Life 2 games and Team Fortress 2 and CS: S for well over a year. I made a topic about it over a year ago, in fact, when they stated it.

All the Orange Box games (which TF2 is one of) have multi-core support.

Valve did say they were going to update older games to run onto the OB engine (which DoD:S has been), but they haven't progressed much in that so far.

Half-Life 2, Half-Life 2: Episode One and Counter-Strike: Source do not have any multicore support whatsoever. And the "support" that Team Fortress 2 and Episode Two have is extremely limited. I am referring to having full multicore support, a la Left 4 Dead. Valve said they were going to do that over a year ago.

All the Orange Box games (which TF2 is one of) have multi-core support.

Valve did say they were going to update older games to run onto the OB engine (which DoD:S has been), but they haven't progressed much in that so far.

Broken support that crashes the game is hardly what i'd call support.

All the Orange Box games (which TF2 is one of) have multi-core support.

Valve did say they were going to update older games to run onto the OB engine (which DoD:S has been), but they haven't progressed much in that so far.

The Source engine used in the Orange Box games only have multi-core optimizations for improved particle rendering performance. Unfortunately, that's as far as it goes. It would be nice if Valve could port Counter-Strike: Source to the "Orange Box engine". Actually, I might e-mail Valve about it. Hopefully I'll get a reply.

It would be nice if Valve could port Counter-Strike: Source to the "Orange Box engine". Actually, I might e-mail Valve about it. Hopefully I'll get a reply.

Considering the amount of updates CSS has had over the last 6+ months I very much doubt they'll port it to the 'new' engine. No harm in asking though :p

One has to wonder though.. If the game continues to get progressively worse running with every update as it seems to, then how long would multi-core support help? How long will it be till we'd be back where we are now?

One has to wonder though.. If the game continues to get progressively worse running with every update as it seems to, then how long would multi-core support help? How long will it be till we'd be back where we are now?

Oh right, mine has always been slow, its not getting worse with each update. MQM2 i can use pretty much max settings, just a little less than full AA and AF (which i dont care about, doesnt make much difference), so its not because my hardware sucks.

CSS isn't exactly heavy on resources though, I have played on 60 man servers of it with max settings except AA at x2 and AF x4, looks fine and my fps is at 60. TF2 however, runs like absolute ******** and really needs multicore support, which works.

Yeah fair point, I never really had a problem with fps on CSS. Haven't played it in ages though.

One has to wonder though.. If the game continues to get progressively worse running with every update as it seems to, then how long would multi-core support help? How long will it be till we'd be back where we are now?

I haven't noticed TF2 getting progressively worse with each update. I run it on fairly high settings but I only really get slowdown when there are lots of players on screen. Enabling v-sync got rid of a lot of the screen tearing though, so it's easier to play with the lag now but still annoying. The mat_queue_mode 2 command, when it worked was awesome. It added anywhere between 30-50 fps which obviously makes a huge difference.

Oh right, mine has always been slow, its not getting worse with each update. MQM2 i can use pretty much max settings, just a little less than full AA and AF (which i dont care about, doesnt make much difference), so its not because my hardware sucks.

What hardware are you running it on? My specs are in my sig, it's not the latest and greatest but it's far from being a slouch! I run it at 1280x1024, and I'll have to look at what AA/AF, can't remember what they're set to.

I haven't noticed TF2 getting progressively worse with each update. I run it on fairly high settings but I only really get slowdown when there are lots of players on screen. Enabling v-sync got rid of a lot of the screen tearing though, so it's easier to play with the lag now but still annoying. The mat_queue_mode 2 command, when it worked was awesome. It added anywhere between 30-50 fps which obviously makes a huge difference.

It has for me, quite a few on the steam forums seem to see it too. I noticed a rather sharp drop in framerates without even having to hit up the net graph 1 command after the scout update. Moderate to heavy combat on badwater(lets use that as an example map) that was say... 20-25 fps before is now a little below 20. Not a single setting in game or on my pc has changed. And every other game runs like it should. Hell, even prettier and more demanding games run better. I'm kinda scared to see the next major update, it'll probly drop below 10. MQM2 helps greatly, finally making the game smooth with other people in it, but as we know it's unstable.

It has for me, quite a few on the steam forums seem to see it too. I noticed a rather sharp drop in framerates without even having to hit up the net graph 1 command after the scout update. Moderate to heavy combat on badwater(lets use that as an example map) that was say... 20-25 fps before is now a little below 20. Not a single setting in game or on my pc has changed. And every other game runs like it should. Hell, even prettier and more demanding games run better. I'm kinda scared to see the next major update, it'll probly drop below 10. MQM2 helps greatly, finally making the game smooth with other people in it, but as we know it's unstable.

Check this thread:

http://forums.steampowered.com/forums/show...ad.php?t=813381

Basically, shooting water with a shotgun turns your FPS to crap very rapidly (for me personally it only does it by shooting water with a shotgun, no other gun causes and FPS drop). Seeing as the scout update had a large increase in scouts who use a shotgun as their primary weapon (ok so the scattergun isnt exactly a shotgun but its very similar), it doesnt surprise me that most people have a FPS drop....more shotguns in an area than before, even without water its possible that whatever causes the shotgun to hog FPS around water, can cause it to hog some FPS on ground too.

Long story short the particle effects seem to be unoptimized when it comes to shotguns and water, the only way to fix it is by using a command thats considered a cheat, so you cant really fix it on normal servers.

EDIT: Anyone know what would cause my FPS to max out at 60-120? I currently run with vsync on due to tearing, but even if I force it off in CCC I get a max of around 120 FPS (even in the menu's).....even turning all the settings to their minimum (except resolution) it still maxes at 120.....even when using the MQM2 setting, its still maxed at 120. With action going on it bounces anywhere from 60-120, never below 60 (even when shooting a shotgun into water) but never above 120. No clue what is causing it, I have a 4850 w/ 9.2 cats on win7.......when I first got my 4850 I could benchmark CS:S and get over 200, the above problem seems to happen with any source games as well. Maybe its some limit of running Vista drivers on win7 or something? I even tried a source mod (Obsidian Conflict to be exact) and whenever my flashlight was off I got over 200 FPS, but as soon as I turned it on it maxed out at 120. Most awkward problem I've ever had.......worked fine before but I havnt seen my FPS over 120 in most games I've played since I installed Win7.

EDIT2: Dont think its a driver issue because I have downloaded and reinstalled it and it made no change at all.....I even tried the official Win7 ATI drivers, same "issue".

Edited by mwpeck

Yeah, I really hate it when the FPS count grinds to a slow halt when rapidly shooting at water, or quickly bobbing in and out of pools. Also I'm getting more FPS slowdowns than ever when there's 24 or more players on screen, and a majority of them being in my viewpoint. Left 4 Dead spawns even more AI and characters on screen but with far fewer particle effects, yet manages a great frame rate in chaotic situations.

On another topic:

:|

It has for me, quite a few on the steam forums seem to see it too. I noticed a rather sharp drop in framerates without even having to hit up the net graph 1 command after the scout update.

Hmm, I'm coming round to your way of thinking now actually. I seemed to be getting more fps drop than usual on the last server I was on. I'll see what it is like tonight. I did have Folding@Home open at the time though, and although it's only meant to use idle CPU, I'm betting it had some sort of effect.

All you have to do is try and do more skillful things as demo/soldier, you will suck at first but eventually you will get better. I played about 200 hours of soldier before I bothered to even try and pull of airshots (Just because I hadn't got into the competitive scene, I just messed around) etc... Now I can do single ones quite regularly, and pull of the odd double one here and there (I find it easier with pipe bombs than rockets actually, eventhough I play soldier in 6v6 :D). The problem with public games is that normally there are too many players for the medics to heal, or the medics just stay on heavies for no apparent reason, even if you are killing everything.

This topic is now closed to further replies.
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