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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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