if that was so, lots of people would have that prob, his problem is isolated, more likely his computer
Sustaining 'fun'
If you are having perf issues like this please make sure you post in the bug forum along with your dxdiag etc. just in case you haven’t already 
Sorry last OT post, which engine does the game use, unreal 3? So at least I can test and see if its an engine problem with my computer.
[QUOTE=tokamak;450471]How many SD employees does it take to change a light-bulb?
One. The rest is only there to make a milestone movie about it.[/QUOTE]
You must spread some Reputation around before giving it to tokamak again.
I lold hard! xD this surely would have been worth a rep!
Yes it uses unreal engine 3 but you should know that the game is only going through the first optimization passes right now.
I think i found my problem. WTF? It was hitting 92 degrees at times… Brand new alienware laptop. Should i be using a cooling mat to play this game…christ.
[QUOTE=rand0m;450736]
I think i found my problem. WTF? It was hitting 92 degrees at times… Brand new alienware laptop. Should i be using a cooling mat to play this game…christ.[/QUOTE]
I found the problem!
Installed a custom fan control too. Max fan speed at 70C was only going up to 4500 RPM, I pushed it to 7000. Opened dirty bomb fps problem didn’t show up yet. Gonna test more tonight.
Sorry about being so OT, but fun wasn’t being sustained with my fps drops.
Gonn try a cooling mat as well no need not to keep the laptop cool…game must be EXTREMELY CPU intensive never had a problem anywhere else.
don’t know, I have old cpu q8200 2.33ghz but new gpu gtx650ti, empty server 100 fps
[QUOTE=rand0m;450743]Installed a custom fan control too. Max fan speed at 70C was only going up to 4500 RPM, I pushed it to 7000. Opened dirty bomb fps problem didn’t show up yet. Gonna test more tonight.
Sorry about being so OT, but fun wasn’t being sustained with my fps drops.
Gonn try a cooling mat as well no need not to keep the laptop cool…game must be EXTREMELY CPU intensive never had a problem anywhere else.[/QUOTE]
a guess… the game is using intel gfx card?
At least I had that problem… had todo some fancy stuff for that - but there is actually an easy way.
Just check in Nvidia Settings, if ShooterGame-Win32-Shipping.exe is set to internal or external gfx card. And please tell us what its set too 
[QUOTE=iwound;446219]just one thing, gamelauncher.exe is the server browser.
the actual game program is ShooterGame-Win32-Shipping.exe
so dont you need settings for that.[/QUOTE]
Already set. It was an overheating issue I believe. The steady fps isn’t the problem I was getting 125-200 fps no problem but for some reason was seeing dips to 20-40 for a bit. My CPU was hitting almost 92-95C so I think that was my cause. I’ll attempt to check it out today during a few games with euro players. Other then that let’s try to get this back OT since I derailed this thread to hell haha.
To try and get the thread back OT, for me the game is hugely more fun since the last patch, specifically the gun-play and spawn times. Gun-play has been discussed to death and threads have been locked as a result, so better not go there with this one, but the increase in spawn times and longer spawn for defenders compared to attackers has really opened up this game. Objectives are achievable now and the meat-grinder effect is considerably lessened. I’d like to thank SD for listening to us on this point, because I think it went against their pre-determined game-play model. I get the feeling they specifically wanted shorter spawns, perhaps to ensure impatient players didn’t become disheartened with the game too quickly, but have now released objective games need longer spawns.
For me now the big issues are maps and objectives. I’d like to see shorter maps with less objectives, and I’d like to see proper “doc-run” maps. The current carry objectives don’t work for me, because they’re towards or away from one or the other team’s spawn, meaning theres little chance of interception and still too much of a meat-grinder effect at one end or the other. I’d like to see a longer doc-run, with just one object, ala Village in RTCW, where you have to take an object from one side of the map to the other, with several routes to choose from, and several opportunities for defence to intercept.
I also really, really want to see capture-able forward spawns. Having one on Waterloo really makes a difference on the first stage, and not having any on the other maps is really felt, IMO.
It is not your computer.
Sometimes the server experiences performance drops too. When that happens the lag gets worse.
As mentioned before, improving performance across the board is one of our major goals at the moment.
Here’s an image taken from Echo showing real game telemetry on London Bridge we’re using to target performance improvements.
You may notice that even from only 101 sessions played since the release of build version 20076 we’ve collected nearly 1 million data point samples, so thanks to everyone for your contributions in helping us by playing the game. 
[QUOTE=Kendle;450769]To try and get the thread back OT, for me the game is hugely more fun since the last patch, specifically the gun-play and spawn times. Gun-play has been discussed to death and threads have been locked as a result, so better not go there with this one, but the increase in spawn times and longer spawn for defenders compared to attackers has really opened up this game. Objectives are achievable now and the meat-grinder effect is considerably lessened. I’d like to thank SD for listening to us on this point, because I think it went against their pre-determined game-play model. I get the feeling they specifically wanted shorter spawns, perhaps to ensure impatient players didn’t become disheartened with the game too quickly, but have now released objective games need longer spawns.
For me now the big issues are maps and objectives. I’d like to see shorter maps with less objectives, and I’d like to see proper “doc-run” maps. The current carry objectives don’t work for me, because they’re towards or away from one or the other team’s spawn, meaning theres little chance of interception and still too much of a meat-grinder effect at one end or the other. I’d like to see a longer doc-run, with just one object, ala Village in RTCW, where you have to take an object from one side of the map to the other, with several routes to choose from, and several opportunities for defence to intercept.
I also really, really want to see capture-able forward spawns. Having one on Waterloo really makes a difference on the first stage, and not having any on the other maps is really felt, IMO.[/QUOTE]
I agree I hope one of the next maps created is one with a long run like village. Not 2-5 objectives though. Just 1. With a long escape like that it wouldn’t make sense to follow the dirty bomb route of multiple data cores, but it should just be 1. Ice was another good doc run map. Village was a well balanced map because the spawns for axis and allies were almost right on top of each other with a long way to the forward spawn or a surprise attack through the defense spawn. Village was one of my favorites.
I dont think SD is going this way. As Random said its about carrying back more Objectives. So basically they want close infights and no sneaky doc stealing…
I think the multiple data-core approach is a lazy mechanic to string out an objective and I really don’t like it.
I guess SD’s thought is making the carry phase simple makes it easier for “newbies” to understand, and requiring it to be done more than once ensures it’s not over and done with too quickly. I suggest a single object carried for a longer distance is just as easy to understand, and can take just as much time. The difference is it’s not a spammy chaotic mess like the 2 carry phases on WC.
I’ve never heard anyone complain they don’t understand the hostage escort game-mode in CS, and SD themselves had escort maps in Brink, so why they’ve suddenly decided extended doc-run maps are a bad thing I don’t know. ??


