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Yeah, I too got several crashes today. I'm not sure why this is happening, I'm not using this new option as I only have one processor.

Apparently the crashes are caused by people exploding near water :unsure: Or thats what people were saying on the server I was on. I've not had a crash yet but I've not played any maps with water on them, either :p

This is probably the worst update ever. It was all good, got some good FPS increase. But then, crash after crash after crash after crash etc. BAH!

It wasn't just me, it was everybody in the server, even people who didn't enable Multicore Rendering.

Hope they fix this in no-time.

For you maybe, but for a lot of people it is the best update ever. I get 2x more fps on average (I tested it without fps_max 60 on but I normally play with an fps limit) than I used too, using a AMD x2 5000+ Black Edition overclocked at 3.2ghz and a ati 3870 overclocked by about 100mhz core speed. This is while having AA 2x and AF 2x (used to have to have AA at 0 and AF at trilinear) and with HDR on, when i had to have it off before, models high when i used to have to have low, shadows high when I used to have low.

No crashes so far, and I am happy that this has finally come after waiting so long :)

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Game changes

  • Fixed decal related crash
  • Removed upper limit for the "tf_flag_caps_per_round" convar

Server changes

  • Fixed players being kicked from servers with an INVALID_STEAM_TICKET rejection
  • Added a message to the server console to show when the server has reconnected to Steam

Didn't take them long! Hopefully that should fix the crashes that people have been experiencing today :)

My framerates have been pretty bad for the last month or two, but I noticed something strange today. The frame rates where jittery when I had the settings at 4x and 8xAA with no v-sync but when I maxed them both and turned v-sync on, the framerates dropped by around 5fps but is much more stable and easy to play with. I don't even have a top of the line card, it's the 9600m gt gddr2 in my laptop( specs in my signature).

Also, I barely got any gain from the multicore support and just ends up crashing the game so I left it off.

Don't really notice any change, but then again at 100+ FPS not much is going to be noticed anyway.

I guess I'll have to use FRAPS unless there's a custom benchmarking tool in TF2?

One thing you can do is record a demo, then play it back while showing the FPS (so that the average is showing)

My framerates have been pretty bad for the last month or two, but I noticed something strange today. The frame rates where jittery when I had the settings at 4x and 8xAA with no v-sync but when I maxed them both and turned v-sync on, the framerates dropped by around 5fps but is much more stable and easy to play with. I don't even have a top of the line card, it's the 9600m gt gddr2 in my laptop( specs in my signature).

Also, I barely got any gain from the multicore support and just ends up crashing the game so I left it off.

vsync + triple buffering (should be in the options of the graphics card driver; gave me a much more stable fps, I already knew this before the multicore support was added, so it only helped me a little since I had to have my graphical settings so low anyway).

I'm fairly certain Source does triple buffered vsync without having to force it in the driver (since the frame rate stays smooth, double buffered vsync will cause the FPS to jump, like from 60 to 30)

This is the best explanation of vsync I've found, http://www.hardforum.com/showthread.php?t=928593

One thing you can do is record a demo, then play it back while showing the FPS (so that the average is showing)

Will try that. I'm noticing though at the most I get a 10FPS increase over without multicore rendering.

This is with an E7200 @ 3.8GHz, 1GB 4870 and 4GB of RAM.

If the multi-core rendering becomes stable, it'll most likely (definitely actually) make it's way into the base Source engine.

So EP2, Portal and DoD:S would benefit from it, other games would need to be updated to run on the new engine (which Valve said they were going to do, but it's going to take time and there's also a small percentage of people still running with DX7 only cards)

If this multicore rendering goes well i wounder if they will update counter-strike source for the multicore rendering capability and maybe other games that run off source engine?

I'm sure the multicore rendering will be fine after a couple of updates. Games like Half-Life 2: Episode Two, Portal and Day of Defeat: Source, which run on the "Orange Box" engine, will benefit from it right away. Other games like Counter-Strike: Source, Half-Life 2, and Half-Life 2: Episode One will need to be updated significantly. They still use the older Source engine.

Yeah, your weapon icon is corrupted.

Is the wavy screen effect normal? I can't remember it looking like that. But then again my memory is terrible and I can't remember things I did this morning.

Far from normal, it was when the game went into glitch mode. Most players were white and rooms had the heavy face texture on the walls etc. I played on with it for a while as it was possible to play, just took more concentration :p Then I got ubered and the above happened :p

I really wish they'ed fix the server browser. It's getting rather annyoing with how it only randomly shows me the proper number of servers. Like, i can refresh it once, get the proper 600-800 servers i should get based on my filters. But then i can refresh it a little later and boom, it only shows me like 100 now. Refresh it again and then it doesn't show me anything at all. It takes 5 minutes and several more tries to then get it to show me more than 20 servers at most.

Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2 and Day of Defeat: Source

  • Fixed screenshots being black when Multicore Rendering is enabled.
  • Fixed sprays not showing up on some surfaces.
  • Fixed decal crash during changelevel.
  • Fixed crash caused by setting the decal limit too high on some machines.
  • Fixed crash caused by decals in the world render loop.
  • Fixed crash caused by convars changing while rendering is queued.

Good to see the crash bugs being fixed :)

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These are essentially called P-States. If you are not familiar with them, Processor Power Management is done through Advanced Configuration and Power Interface (ACPI) P-states and C-states. While P-states or performance pwoer states handle CPU voltage-frequency scaling, C-states deal with CPU sleep states so that some of the CPU functions, which are not necessary at that moment, can be disabled. The P-states and C-states work together to make the processor run more efficiently. It helps the OS and apps determine which cores can be parked and which should be boosted. Of course not every user is an enthusiast or knows the technicalities and integrities of how things like overclocking or undervolting work. Thankfully for them Windows itself offers something pretty cool, though it is hidden by default on all systems. By default, Windows only has two P-States, "Minimum Processor State" and "Maximum Processor State." However, this can be changed with a Registry trick to expand the options under a secret "Processor performance boost mode" dropdown. This essentially enables the HWP or hardware P-States available on a device, and these are not controlled just by the OS itself as the underlying hardware gets involved too. In total there are five Processor Performance Boost Mode profiles that control how Windows requests and allows CPU turbo/boost behavior under the different power policies. They are: Disabled: In this mode, processor boosting is effectively turned off. The CPU will avoid entering turbo or boost frequencies and instead operate closer to its base frequency ceiling. This can significantly reduce power consumption and heat output, but at the cost of reduced burst performance and responsiveness in short workloads. Enabled: This is the standard behavior where boost functionality is allowed under normal conditions. The processor can opportunistically increase frequency when workload demands it, balancing performance gains with power and thermal constraints as managed by the system. Aggressive: Aggressive mode favors performance more heavily, allowing the CPU to enter higher boost states more readily and sustain them longer. This should in theory improve responsiveness under bursty or heavy workloads but increases power draw and thermal output compared to the default enabled behavior. Efficient Enabled: This mode still allows boosting, but with a stronger bias toward energy efficiency. The system attempts to use boost more selectively, avoiding unnecessary frequency spikes when the performance gain is marginal. Efficient Aggressive: This is a hybrid approach where boost is still performance-responsive, but the system continuously weighs efficiency more heavily than in Aggressive mode. It aims to deliver noticeable performance improvements while reducing wasted power in less demanding scenarios. Here's how to enable the Processor performance boost mode: Open Registry Editor: Press Win+R, type regedit, and click OK. Go to: HKLM\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\be337238-0d82-4146-a960-4f3749d470c7 (where HKLM stands for HKEY_LOCAL_MACHINE_) Modify the value of Attributes from 1 to 2 (you can find modify option by right-clicking) After that, exit Registry, you should now be able to see the new "Processor performance boost mode" dropdown menu: As you can see there are now five new P-States or CPPC states or power profile available that help define the boost mode processor setting on your PC. Wrapping it up here's a quick run-down of the settings as defined by Microsoft itself. Setting Description Disabled The corresponding P-state-based behaviour is disabled. Collaborative Processor Performance Control (CPPC) behaviour is disabled. Enabled The corresponding P-state-based behaviour is enabled. 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