yttrium
Account Details
SteamID64 76561197994749697
SteamID3 [U:1:34483969]
SteamID32 STEAM_0:1:17241984
Country United States
Signed Up April 1, 2014
Last Posted September 19, 2020 at 4:05 PM
Posts 2114 (0.9 per day)
Game Settings
In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Logitech MX Master
Keyboard Ducky 9008G2 Pro Limited Edition (PBT, MX Greens)
Mousepad Razer Sphex
Headphones Philips SHP9500
Monitor HP L1925 (vert), BenQ XL2420Z, Apple Monitor II
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#114 Team Comtress 2 in Projects

https://cdn.discordapp.com/attachments/755408387617062942/756959957345108118/unknown.png

posted 19 hours ago
#112 Team Comtress 2 in Projects
PumAlso for whatever reason certain upgrades that shouldn't be avaliable showed up

This is because Team Comtress 2 uses an in-dev version of Jungle Inferno, when things were being reworked a bunch. For some reason, the jetpack and gas passer upgrades appear on nearly every weapon in the game, because they weren't fully implemented. Not much we can do here.

Okay, so uh. For those of you wondering about performance. I keep saying "wow here's how many frames we get in itemtest" or staring at walls or whatever. But here's the real impressive numbers.

First off, some timedemos. You can download this demo file here, if you'd like to test it yourself.

All measurements were done on an i7 5930k, GTX 1080, at 2560x1440, max in-game settings (except motion blur off), no configs.

Dustbowlbench is a demo recorded in TC2 0.0.9 of 24 bots fighting on Dustbowl Stage 1 for a little over 4 minutes. Lots of explosions, tracers, particles, etc. Lots of panning over large fights.

TF2 8/27/20 dustbowlbench: 16250 frames 94.149 seconds 172.60 fps ( 5.79 ms/f) 14.829 fps variability
TC2 0.0.16  dustbowlbench: 16250 frames 86.039 seconds 188.87 fps ( 5.29 ms/f) 26.496 fps variability
TC2 0.0.17  dustbowlbench: 16250 frames 78.406 seconds 207.25 fps ( 4.83 ms/f) 18.302 fps variability

So those are some nice numbers. But they don't tell the whole story.

Timedemo is an inherently laggy function; it basically tries to render a demo as fast as possible, without caring for delta time. This normally means it's very stuttery, as it basically prioritizes rendering game ticks over frames.

With the scheduling and wait changes implemented in 0.0.17, timedemo is smooth as butter. I can't even convey it. I'll record some playthrough later or something so you can really see it. It's absurd.

But that doesn't tell the whole story either. Here's some raw FRAPS data, showing frametimes, as well as 1% and 0.1% frametimes. Remember, framerate does not matter. The only thing that matters are frametimes; you can have a really stuttery experience with half of the frames taking twice as long as the others, and it will still measure with a high framerate even though it feels horrible. Consistent frame pacing is very, very important.

Vanilla TF2:

https://cdn.discordapp.com/attachments/755408387617062942/756883044773789716/unknown.png

TC2 0.0.16:

https://cdn.discordapp.com/attachments/755408387617062942/756886223380807851/unknown.png

TC2 0.0.17:

https://cdn.discordapp.com/attachments/755408387617062942/756887871310528592/unknown.png

Yes, that is literally double the framerate in fights using TC2, at max graphics settings, but also the 1% and 0.1% frametimes are dramatically improved. You can really feel it.

We're going to be running a playtest tonight. Would love to have a full server. Check out the Discord server for more info.

posted 1 day ago
#16 Trying to find purpose in Off Topic
VoodooChowjust grind dm

this is the absolute worst possible advice even if you just meant it as a joke

posted 1 day ago
#144 Drama Thread - Kritzkast in TF2 General Discussion

I did say "hope".

posted 2 days ago
#138 Drama Thread - Kritzkast in TF2 General Discussion

For the record, I am not equating Agro's shitty attitude and aloofness with Dashner's shit. Clearly Agro doesn't even compare. I was simply equating the argument of "yeah they're bad but what would we do without them", since it was used in his case as well, for years.

Anyone thinking that KritzKast will die from the drama in this thread is delusional, but I do hope the community taking a stand here might tip Agro off to the fact that he's actually not always in the right.

posted 2 days ago
#136 Drama Thread - Kritzkast in TF2 General Discussion
sacyou're comparing someone who chatbanned someone with a celebrity pedophile and have no answer what would happen if they are gone

KritzKast dies. Other casting orgs continue. New blood steps up to the plate. People realize they didn't need toxic manchildren to have a great experience with the game they love.

In short, competitive TF2 was inside of us the whole time.

posted 2 days ago
#120 Drama Thread - Kritzkast in TF2 General Discussion
sacwho would put in the work agro and wiethoofd does when they're gone?

ah yes, the dashner argument.

posted 3 days ago
#108 Team Comtress 2 in Projects
messiahyttriumhttps://i.imgur.com/gAfLahF.png

we did it boys. we got the frames.
i was gonna argue that i get those frames in the current build of tf2 but its actually only at 745 with a 1070 i7 6700

the frames arent all that high, this is actually just a screenshot of the first linux build attempt, stuff is broken AF because of a couple known reasons, hence most models being fucked

posted 3 days ago
#106 Team Comtress 2 in Projects

https://i.imgur.com/gAfLahF.png

we did it boys. we got the frames.

posted 3 days ago
#8 how do i get blue star next to my name in The Dumpster
  1. find a valve bug
  2. break it
  3. break it harder once they fix it
  4. ???
  5. profit
posted 3 days ago
#89 Drama Thread - Kritzkast in TF2 General Discussion
AgroYeah I often go around the low number streamers, saying "hi" and helping out if I can with audio settings and what not. Just being a human.AgroNo, you're right. I've never seen that either. Maybe the grand community would seem a friendlier place if we all made the effort to help out streamers without being afraid of being seen.

Are you intentionally not understanding what they're saying?

posted 4 days ago
#87 Drama Thread - Kritzkast in TF2 General Discussion
_KermitYou don't see enigma popping into channels as tftv or arch as essentials, just my two cents though.

honestly it would be sort of funny to see lange doing his shitposting with the toth account in a twitch stream

posted 4 days ago
#5 Too much drama? watch this to ease yourself a bit in Off Topic

https://www.youtube.com/watch?v=ftqBHxEORu0

posted 4 days ago
#105 Team Comtress 2 in Projects
SizzlingCalamari
Those are some juicy threading changes. I'd love to see some benchmarks or frame graphs with before/after.

Not at all detailed, and only a single run of each (not a bunch of samples), but on a computer with NO background tasks, running at 1440p max ingame settings, 5930k, GTX 1080:

TC2 0.0.16 dustbowlbench: 16250 frames 86.039 seconds 188.87 fps ( 5.29 ms/f) 26.496 fps variability
TF2 8/27/20 dustbowlbench: 16250 frames 94.149 seconds 172.60 fps ( 5.79 ms/f) 14.829 fps variability

I'll be grabbing frametimes comparisons later. Those are more helpful for this sort of thing, but I just didn't have the time before.

This demo is spectating a full lobby of bots (can't remember if 24 or 32) fighting on Dustbowl's first map, until they cap the final point.

posted 5 days ago
#102 Team Comtress 2 in Projects
ScrewBIf this is being looked at by Valve is there any possibility of bringing mat_picmips below -1? You used to be able to read the signs on the walls with -5 and the textures had less compression artifacts. Seems to me this should be the default for ultra textures considering almost every graphics card from the last decade can run this setting with little to no performance impact.
Example:https://wiki.teamfortress.com/w/images/thumb/3/3b/Tf2compare1pp2.jpg/400px-Tf2compare1pp2.jpg

Mat_picmip < -1 can cause issues with some hardware and assets. The better way to handle this is to just generate those assets with proper mips in the first place, but then you're talking about asset changes as opposed to code changes, so that's kind of outside the scope of this project.

If this gains a foothold with Valve, and we're able to contribute directly to the live game, then absolutely, it's something we'll look into.

posted 5 days ago
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