• TF2 General Chat and Update Speculation Station - One of Several Edition
    5,001 replies, posted
[QUOTE=st00pid;52633756]It's borderless windowed, but it only works if game's resolution matches monitor's, which again isn't the case with everyone (and i think most of the players) since again - TF2 runs like sandpaper over concrete. Of course there are ways to do other things if matchmaking being extra neat fast again, but what i am saying is that there should be built in solution It bothers me too. Mann Co store is [B]so expensive[/B] that i wonder how it generates revenue on things other than tools. Though it's perfectly in lore since Saxton Hale is... not genius, in regards to business particularly[/QUOTE] Maybe they count their share of Community Market TF2 Item sales as TF2 revenue?
[QUOTE=st00pid;52633689]bad fps[/QUOTE] Have you tried out some graphic configs before? Getting the right one for your pc can more than double your fps. Check out [URL="https://cfg.tf/"]https://cfg.tf/[/URL] it streamlines the process and is easy to use.
[QUOTE=st00pid;52633854]It nullifies the purpose. Hackers repeatedly buy CS:GO on new accounts, and it worth tiny bit more than $5. Also i wonder how many people would do overwatches for TF2. I don't play CS, but i heard this feature is basicly unused Hell, i love staring into little square taking up under 60% of my screen. And i already said that not everyone run full resolution since it's helps to improve performance. I understand that you can't have it all, but we are running from one problem to another[/QUOTE] Obviously they can get a new account but it's a major barrier compared to [b]literally no cost whatsoever.[/b]
[QUOTE=Dwapking;52633889]Have you tried out some graphic configs before? Getting the right one for your pc can more than double your fps. Check out [URL="https://cfg.tf/"]https://cfg.tf/[/URL] it streamlines the process and is easy to use.[/QUOTE] It's not bad, it's inconsistent. I could turn my game into flat-textured unshaded dx80 mess, but there still would be drops, even if middle point would be higher. No config can fix that, forget settings. I've set my game to levels of performance and quality suitable to me, my point was that they should decrease FPS variability, or unlock the tools to do so ourselves. Particle systems for starters.
I dont think dividing the community even more for casual is a good approach
[QUOTE=st00pid;52633928]It's not bad, it's inconsistent. I could turn my game into flat-textured unshaded dx80 mess, but there still would be drops, even if middle point would be higher. No config can fix that, forget settings. I've set my game to levels of performance and quality suitable to me, my point was that they should decrease FPS variability, or unlock the tools to do so ourselves. Particle systems for starters.[/QUOTE] You don't have to turn your game into minecraft to get use out of configs. The supply of configs is plentiful and varied. Some are aimed at older hardware. Others at newer pc's not meant for gaming, some just add some extra stability for beast pc's. Not to mention you can edit these configs yourself. Think a specific particle effect is screwing you over? Then only enable commands that effect that specific thing. Here's two examples that demonstrate the power of graphics configs: 1) I have a 5-year old gaming pc at home that runs vanilla tf2 at 60 fps with med-high settings. When I got interested in competitieve i wanted to squeeze out every fps that i could. Now using low graphics settings combined with a basic personalized config I can run this game at 300 fps with it rarely dropping below 200. 2) In uni I have a shitty laptop at my dorm. Vanilla Tf2 is unplayable on that machine, fps didn't go over 10 when using minimal settings on a private server. After tinkering with configs for a while i got it to run tf2 at a maximum of 110 fps in that same scenario. The fps still drops below 20 in intense team fights but the performance is good enough for jump/surf maps. What do you have to lose?
[QUOTE=Fluury;52633382]Unless they go for a Friday release/One day release, It's September. Sadly. It shouldn't but that completely shady and stupid VNN email is giving me strength for next week, probably foolish but the straws im grasping on are slowly running out :frown:[/QUOTE] Yes TF2 team, break him--[i]break him![/i] Soon, even Fluury will join us as another jaded cynic!
[QUOTE=gigazelle;52633550]School has already started in just about every place I know. I am seriously dumbfounded that the TF team let the entire summer go to waste without updating the game.[/QUOTE] They've got till next wednesday till I am in school and if they miss that mark (which I expect sadly) I'll be a real disappointing dude. TF2 updates are generally highlights of my summers but man this and last summer were big bummers in that department
[QUOTE=st00pid;52633756]It bothers me too. Mann Co store is [B]so expensive[/B] that i wonder how it generates revenue on things other than tools. Though it's perfectly in lore since Saxton Hale is... not genius, in regards to business particularly[/QUOTE] Tf2, the only game where the lore aknowledges how overpriced the microtransactions are.
I'm not trying to dash anyone's hopes here, but keep in mind that they only announced the case changes 2 weeks ago (tomorrow). They were asking for feedback and will probably iterate based on that feedback. So I'd say there is a good chance that the update is still a few weeks out.
[QUOTE=Dwapking;52634063]You don't have to turn your game into minecraft to get use out of configs. The supply of configs is plentiful and varied. Some are aimed at older hardware. Others at newer pc's not meant for gaming, some just add some extra stability for beast pc's. Not to mention you can edit these configs yourself. Think a specific particle effect is screwing you over? Then only enable commands that effect that specific thing. Here's two examples that demonstrate the power of graphics configs: 1) I have a 5-year old gaming pc at home that runs vanilla tf2 at 60 fps with med-high settings. When I got interested in competitieve i wanted to squeeze out every fps that i could. Now using low graphics settings combined with a basic personalized config I can run this game at 300 fps with it rarely dropping below 200. 2) In uni I have a shitty laptop at my dorm. Vanilla Tf2 is unplayable on that machine, fps didn't go over 10 when using minimal settings on a private server. After tinkering with configs for a while i got it to run tf2 at a maximum of 110 fps in that same scenario. The fps still drops below 20 in intense team fights but the performance is good enough for jump/surf maps. What do you have to lose?[/QUOTE] Particles effects can only be affected by replacing them. This is possible only on community servers, problem about which i keep going on FPS configs affect graphics quality [I]significantly[/I], it's not even worth looking at the screen with some of the "better" ones. In TF2, there [I]is[/I] what to lose, in regards to that. It's a great looking game, most of which is being lost in the process of editing configs. Again, my point is why the hell should we turn our picture into potato peel to even play on machines that run DOOM and Fallout 4 neigh effortlessly? I'm upset about the fact that year after year valve didn't took performance into consideration and now game weights a ton and runs like stoned snail. Also cfg.tf tools are crude to say the least, only allowing some extremely basic options to be changed, something that can be done manually, and presenting selection of few premade configs. There isn't even mat_viewportscale option which would really help owners of real potato pc's. Tried using it once - not worth the attention.
I hope they fix the bug where it shows playermodel holding all the weapons, primary secondary and melee. Looks really retarded. Reminds me of the bug TF2 had where you could see a playermodel weilding like 8 of the same hats.
[QUOTE=Lord Exor;52634146]Yes TF2 team, break him--[i]break him![/i] Soon, even Fluury will join us as a jaded cynic![/QUOTE] I'm not gonna fall into that pit, the logical next step is paying people 20€ for renders of their "cool" scout loadout.
[QUOTE=qubestf2;52634236]I hope they fix the bug where it shows playermodel holding all the weapons, primary secondary and melee. Looks really retarded. Reminds me of the bug TF2 had where you could see a playermodel weilding like 8 of the same hats.[/QUOTE] Didn't someone mention that it is fixed in Valve's inside build?
I just wish I knew why TF2 does not use all available resources. My CPU and GPU have a lot more to give, but TF2 won't use it up.
[QUOTE=geel9;52633818]-Overwatch-style anti-hacker system (CS:GO Overwatch, not the shitty Blizzard game), coupled with... -Prime matchmaking for Casual, allowing users with linked phone numbers to play separately from those without. These two things combined would [b]drastically[/b] combat the hacker problem. Hackers couldn't just create new free accounts to get into the Prime matchmaking queue, as they'd need new phone numbers.[/QUOTE] May be the plan was to take so long the hacker authors got bored and quit.
[QUOTE=CoolJosh3k;52634390]I just wish I knew why TF2 does not use all available resources. My CPU and GPU have a lot more to give, but TF2 won't use it up.[/QUOTE] It was kinda made in 2007
[QUOTE=CoolJosh3k;52634390]I just wish I knew why TF2 does not use all available resources. My CPU and GPU have a lot more to give, but TF2 won't use it up.[/QUOTE] The Source Engine is made to put most of its load on the CPU rather than the GPU. Problem is, GPU architecture has been constantly improving but hasn't drastically changed since the early two thousands, whereas CPUs moved from constantly increasing Clock Speeds to increasing Compute Cores and Threads. Source was being developed when CPUs with multiple threads and cores were a thing of the future, or just barely released. Over the years the engine has received several updates to adapt to this, but TF2 was developed as a purely single thread/core game. It has received some multi processing optimizations (someone else posted a few pages back how TF2's multicore setting only moves audio processing to a second core, can't vouch for that) but it's obviously not enough. So we have a game that will not push your GPU because its told to push the CPU but doesn't know how to use the multiple CPU cores it has. In addition, any optimizations done by Valve in Source and TF2 are for way older hardware and likely not kept up to date. And it doesn't end there, because AMD and Nvidia don't spend time optimizing their drivers for 10 year old games. Lets not even get into how cosmetics push TF2's implementation of Source to its limits and breaking them.
[QUOTE=st00pid;52633854]It nullifies the purpose. Hackers repeatedly buy CS:GO on new accounts, and it worth tiny bit more than $5.[/QUOTE] i've heard that a lot of times, copies of CS:GO are bought en masse during steam sales, so it's typically not the full $15 that the hackers are paying
[QUOTE=Ghostlier;52634467]i've heard that a lot of times, copies of CS:GO are bought en masse during steam sales, so it's typically not the full $15 that the hackers are paying[/QUOTE] It was even better when you could buy as many copies as you wanted, store them in your inventory and gift them to the new secondary account when needed. Now you have to generate your emails and steam accounts and either add them as friends and mass gift the game from the main account, or buy it from each account separately.
[QUOTE=valvenews;52634397]May be the plan was to take so long the hacker authors got bored and quit.[/QUOTE] Hackers do it for economic reasons. Either distribution of ad/malware in free versions of hacks, or income from paid programs (although why anyone would have crapped money down the toilet for cheats in a free game is beyond me).
[QUOTE=valvenews;52633150]Due to how long it's been worked on, I have a feeling there will be a few "one more things" as part of the update. I would love to see the return of a quickplay-like feature that connects to community servers, like a registration system to keep an archive of all community run servers. What is a realistic, yet completely not discussed feature you would like to see?[/QUOTE] How about a proper introduction for those who joined the community [i]yesterday?[/i] A tutorial that explains the basics of a first person shooter that then expands on the idea of the class system, followed by suggestions and tips that encourage users to look beyond the [i]given[/i] abilities of each class. I've probably regurgitated this a few times, but when the game first dropped back in 2007, the majority of people who were interested in the game more than likely understood the basics of FPS prior to buying and had the motivation to pour hours into learning the ins and outs of the game. (Team Fortress [b]2[/b] is a sequel) Considering the game is now free-to-play with a limited, no-trade system for new users until they decide to invest [b]monetarily[/b] in the game (which is no easy thing these days) newer players are far less likely to even justify investing [b]time[/b] to learn more about the game. It's no longer a scenario where a [i]previous game title[/i] spring-boarded the newcomer's interest in Team Fortress 2.
[QUOTE=Petroklos;52634454](someone else posted a few pages back how TF2's multicore setting only moves audio processing to a second core, can't vouch for that) but it's obviously not enough. [/QUOTE] think that was me [url]https://facepunch.com/showthread.php?t=1568215&p=52576113#post52576113[/url] again, this isn't completely accurate as I'm not the most experienced with this, no one corrected me however so I guess it's at least relatable about the cores part, the most advantage the game takes from extra cores are for stuff like sound, UI and extra stuff, it barely uses extra cores for anything gameplay related, while this is the case for most pre 2012 games, it's far more notable on Source games more on that, games in general don't take much advantage of multiple cores because it's hard to predict what calculations need to be done in advance. compared to rendering for example, where your software knows every thing that needs to be done, so it assigns this segment to this core, another to a different core etc... all calculations needed are known. it can easily give a task to any core available compare that to a game, at any set point in time, you may have no idea which action will take next, it's really had to predict what the next frame should be like as it involves too many variables, and in multiplayer games that's even harder. with some really hard work, you can make a game take advantage of more cores, first you assign sound, ui and everything that isn't in the gameplay to a different core, which is an easy task, then you set the logic to predict the actions which will likely happen next, so you have multiple tasks which you can then assign to different cores. however this must be in mind before you start developing your game, as you need to make it around it in every step, and code that in the core of your engine. that's simply not the case here, most games older than say, 3 years barely take advantage of more than 4 cores, it's said that this changes in Vulkan and DX12, however as mentioned before, those must be in mind before developing your game then build it around it. last I checked, the only really popular games that support Vulkan are Dota 2, which isn't exactly a new game, which was released before Vulkan was a thing, and Doom, which was probably pretty late in development when Vulkan came out. as I mentioned in the first post, Source 2 would only be a game changer if it is an actually new engine built around modern tech, and we have no idea about that, and for that reason I wouldn't expect a Source 2 port any time soon, an I wouldn't ask for it until we know what the engine really is
From my looking at usage, TF2 appears to use multiple cores very well. Same with SLI. My confusion, is that if I set it to fps_max 300, why does it not use the spare processing power I have to go up to that limit.
Will anyone here be angered if after all this time, the update arrives with a mere two paragraphs of balance notes for classes that aren't Pyro?
[QUOTE=Lord Exor;52635851]Will anyone here be angered if after all this time, the update arrives with a mere two paragraphs of balance notes for classes that aren't Pyro?[/QUOTE] 400 fucking days later there better be more than just pyro class packs and changes. I want a whole new lease on TF2 for how long they've procrastinated. If this is anything less than uber update-level stuff people will be citing the "THIS IS WHERE OUR HAT MONEY WENT??" meme in outrage.
[QUOTE=Lord Exor;52635851]Will anyone here be angered if after all this time, the update arrives with a mere two paragraphs of balance notes for classes that aren't Pyro?[/QUOTE] For non pyro classes that weren't in the balance change blog post I'm hoping for at least a buff for the Bison and a change to the Pompson so it doesn't change cloak and uber. I would love to see some buffs to the needleguns to make them more viable but I don't consider those as high of a priority as the Bison and Pompson.
[QUOTE=st00pid;52633756]Mann Co store is [B]so expensive[/B] that i wonder how it generates revenue on things other than tools. Though it's perfectly in lore since Saxton Hale is... not genius, in regards to business particularly[/QUOTE] Wasn't the phlog one of the highest grossing items in the Mann Co. store at one point? And they were selling it for $10?
[QUOTE=gigazelle;52635919]Wasn't the phlog one of the highest grossing items in the Mann Co. store at one point? And they were selling it for $10?[/QUOTE] That was the old, prenerf phlog. It was overpowered, and they were making a killing selling the thing because of it at that price point.
[QUOTE=st00pid;52633756] It bothers me too. Mann Co store is [B]so expensive[/B] that i wonder how it generates revenue on things other than tools. Though it's perfectly in lore since Saxton Hale is... not genius, in regards to business particularly[/QUOTE] From what I've been told the 25% cut of sales from the Mann Co store generated way, way more revenue for item creators than the current 10%ish percent shared from event keys item creators currently make so I guess most items were generating a good amount of revenue from the store.
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