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Offline Charr

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::multicore
« on: March 31, 2015, 02:05:57 pm »
Since thomy wanted feedback on it, i'll start a thread.

I've seen no actual improvements to frames itself, both on classic and OpenGl. Classic runs on 32, OpenGL on 62.
However what I did notice was that with ::multicore on the occasional frame drops from loading are a bit lower with multicore on.

Futher testing, i decided to see what happens if i lit a bunch of fires (which decreases fps drastically) and see the difference.
On openGL I good a good 12fps boost.

Feel free to add your feedback here as well.
« Last Edit: March 31, 2015, 02:33:04 pm by Charr »
;

Offline Someone12116

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Re: ::multicore
« Reply #1 on: March 31, 2015, 02:10:53 pm »
I've heavily updated the client's rendering procedure. It's not yet fully completed, but the aim is to get much higher fps rates. You can already test out the new mode by typing ::multicore, it can be disabled by typing ::multicore again. If you enable ::multicore, please compare your fps rates and tell me if you actually have an improvement! (::fpson / ::fpsoff) Restart your client before you test it out, else it won't work!!

Fullscreen max settings my FPS increased by 8 after turning multi rendering on. Seems to be working!

However, 'All heights' + multicore rendering may need some optimizing. There seems to be some issues in some areas such as Slayer Tower. When you are on the top floor with multicore rendering and 'All heights' option both enabled, there seems to be occasional short freezes. When you turn 'All heights' off, everything runs smoothly again.

Offline Rancid

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Re: ::multicore
« Reply #2 on: March 31, 2015, 07:14:37 pm »
yo i dont know much about technical computer stuff, but when i did ::multicore my GL client lagged like hell. other then that no difference.

EDIT: i did have everything  turned ´on´ or ´high/max´ in graphic settings, maybe that is causing trouble.

Offline Bubblebeam2

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Re: ::multicore
« Reply #3 on: April 02, 2015, 05:18:50 am »
I didn't see much of a difference either, at first. Classic 32, OpenGl 62.

I did the same thing as Charr, to be honest .-.

Apparently the command doesn't work for some people, although nobody I told to make a bug report actually did it. Maybe it was operator error.


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Offline Joshiee

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Re: ::multicore
« Reply #4 on: April 02, 2015, 09:56:50 am »
Command does not work for me;

Offline Hugo Terwiss

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Re: ::multicore
« Reply #5 on: April 02, 2015, 10:24:58 am »
Command does not work for me;



I get this message too,when I try to use this command



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Offline Someone12116

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Re: ::multicore
« Reply #6 on: April 02, 2015, 10:45:58 am »
Command does not work for me;



I get this message too,when I try to use this command

Toaster processors :kappa:

Offline Joshiee

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Re: ::multicore
« Reply #7 on: April 02, 2015, 12:06:13 pm »
Command does not work for me;



I get this message too,when I try to use this command

Toaster processors :kappa:
My laptop does its job; I can play Emps and League of Legends with no lags or disruptions of any kind. That'll do for me. :)

Offline Eestikutt09

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Re: ::multicore
« Reply #8 on: April 02, 2015, 12:36:12 pm »
Personally, I didn't see a difference. It didn't give me the error message either, then again, I do have a dual-core. The only thing it did, was raise my CPU usage, with no effect on the game itself.
Not quite yet.

Offline Freestuffyay

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Re: ::multicore
« Reply #9 on: April 07, 2015, 10:02:18 am »
I tried this with my quad core but I seem to have a lot of freezes/laggs with it.

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Offline Crusher123

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Re: ::multicore
« Reply #10 on: April 09, 2015, 01:30:11 pm »
I tried this with my quad core but I seem to have a lot of freezes/laggs with it.

Got same problem on my beast, it just laggs.

Offline Kylehaberlin

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Re: ::multicore
« Reply #11 on: April 10, 2015, 03:55:54 pm »
I have a petty good laptop and this command dosent really in crease my fps.
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