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 Luff IRL!! 
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Spammer Hopeful
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Joined: Sun Mar 20, 2011 8:16 pm
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Post Luff IRL!!
Wow Luff thanks for the pro tips! (Skip to 1:35)


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Thu May 19, 2011 2:59 pm
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Post Re: Luff IRL!!
that voice is nothing like sexy man luff's


Thu May 19, 2011 3:29 pm
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Post Re: Luff IRL!!
This guy is dumb, at 9:15 he says something about keeping Hertz and FPS the same. It is completely true that the monitor can't display more than it's hertz, but having the game use more fps will not cause lag whatsoever. Those frames will simply be dropped and really takes no processing power. It's actually best to leave it at 300 to make sure you know where any problematic areas are on the map.


Thu May 19, 2011 4:48 pm
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Post Re: Luff IRL!!
Where all your hair go luff

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Thu May 19, 2011 6:09 pm
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Post Re: Luff IRL!!
That guy is luff.. For real.. Wow..

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Thu May 19, 2011 9:27 pm
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Post Re: Luff IRL!!
VipHagen wrote:
That guy is luff.. For real.. Wow..

...................

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Thu May 19, 2011 10:30 pm
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Post Re: Luff IRL!!
Inb4 it really is Luff.


Fri May 20, 2011 12:06 pm
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Post Re: Luff IRL!!
acid_rain wrote:
This guy is dumb, at 9:15 he says something about keeping Hertz and FPS the same. It is completely true that the monitor can't display more than it's hertz, but having the game use more fps will not cause lag whatsoever. Those frames will simply be dropped and really takes no processing power. It's actually best to leave it at 300 to make sure you know where any problematic areas are on the map.

Yeah, guys is not the sharpest tool in the box. But...
Are u sain' that via graphics port (VGA, DVI, HDMI, etc.) monitor is dicating how many FPS will software / game generate? As far I can tell the more FPS net_graph shows me the louder CPU/VGA fans get.

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Fri May 20, 2011 4:39 pm
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Post Re: Luff IRL!!
Yes and no. Yes, the monitor will determine the maximum frames displayed. That is equal to whatever frequency it runs at. If your monitor runs at 75~ then the max framerate on your screen will be 75 FPS. It doesn't matter how many frames your graphic card can produce. Let's say net_graph shows you're getting 100-300 frames. That's good. You want to know the max output you're rendering at. It's like a mini-benchmark test all the time with no drawback. When the graphic card sends the video output to your monitor it starts processing all those frames. Well if 75~ is the max you can get (75 frames) then it drops the other frames out (gets rid of them). There's no processing power required at all to do this since it's the monitor itself that drops the frames. As many people know, frequencies can vary by a whole number, to even a tenth or millionth of a second, so what if... just for a moment... you ran at 76~? Wouldn't you want that extra frame for smooth output? I would.

Another term for this is called Vertical Sync, or V-Sync. Vsync tells your application only to output the same frames as your monitor's refresh rate will handle, since (in most cases) it isn't necessary to have extra frames just dropping for no reason. In CS, there is a reason. It's a good way to benchmark problematic areas on maps, or be able to learn where there are occlusion issues from poor mapping. Your GPU doesn't work any harder with vsync on or off really because the GPU still produces as many frames as it can per second. vsync just drops the frames before it hits the monitor.

The real killer of most GPU's is Anti-Aliasing. This setting smooths out the edges of solid objects so they look more realistic and not like art made from MS Paint. I'm pretty sure with most occlusion systems, the anti-aliasing is rendered on-the-fly. Even though it is pre-rendered to an extent, most systems will only render what's visible with your character's field of vision, so it's really more like on-the-fly. With almost every game engine, anti-aliasing causes input lag (mouse and keyboard lag) which causes framerates to drop consistently. Disabling anti-aliasing will improve performance and take a huge load off the GPU.


Fri May 20, 2011 11:55 pm
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