multicore support!

Hmm. I shall give it another try at home. But whenever I turned multicore on or off, CRASHTASTIC. However, while the game was running, I noticed less of a slowdown during heavy action, say a simultaneous rush to the middle point of warpath by both teams.

I see some of you wondering... if I have multicore off, why do I still crash?

The key is, this update rewrote the ENTIRE VIDEO PIPELINE to support multicore. It's not that Valve didn't WANT multicore, it's just that the code expects to run on only one core, ever (for you nerds out there, look up deadlocks and reenterant and thread-safe). So, while other bits of the game could spread out on multiple cores, rendering was always trapped on one.

I have a Phenom Tricore; each core itself is 2.1GHz, but I have three of them. As far as the TF2 renderer was concerned, I was running the game on a 2.1GHz computer, which wouldn't be "enough" even 4 years ago :D

But, even if your game is only running on one core (multicore: off), it's still running through the new reentrant thread-safe core.

Why "ruin" spring break? (1) Valve tested it inhouse, and it worked great, but they needed to see what would happen in the real world (I've talked about this at length), and (2) Valve could guarantee 2 million testers :D

On the minus side, I haven't been able to play TF2 because, on my specific hardware configuration, it's crash-city. On the plus side, however, I've been playing a free game called Nexuiz, which is Quake-style deathmatch for free and open source, and I've been having a blast.
 
At first I was like "uhh... ok", but then I remembered my parents' PC I always play TF2 on has an Intel Dual Core :D (I pretty much only use it for TF2 and GMOD, so I don't keep track of these things much.) Cool.
 
Well after reading up on posts on the nvidia,ati, and steam forums everyone seems to be having problems. Well most not everyone because it seems to work on some setups and others do not. I like Auto's post. Many posts here are good. I am glad to hear some of you have it working. I am sure Valve is going through all the data right now and an official statement or patch will be out.

The problems also happen if it is on or off. So like auto said they rewrote a part of the code.

There are different solutions to stop the crashing from vsync, to console commands but they work differently for each pc setup.

Looking forward to valves response with the issue soon.
 
I had it on for about 1-2 hours straight.

I get fps hiccups that I never had before where I go from 70fps down to 25-30 (this is with vertical sync on)

Turned multicore support off, and I still play at constant 70fps.


No vertical sync with mutli off I get 90-95 fps on 2fort on the bridge.

With mutlicore on I get 150-160 with dips to 90-100.

But I don't like screen tearing :(
 
Since the update, I crash a lot, and I'm not the only one.... :(
 
I had it on for the first time I capped the intel in 2fort and crashed =( I turned it off but crashing wont stop and it seems no one can play!
 
Everyone knows there's instability guys. You don't need to post to say that you're crashing a lot, everyone is, but there's already a post in this very forum telling you how to fix it.
 
It was an issue with water; it had to be. I played Dustbowl and Gravelpit and other waterless maps without crashing. Multi-core support has been in the game through console commands for a long time and when I enabled them, I would ALWAYS get crashes on 2fort. Seems to be fixed now, but a weird bug yeah.

Very nice performance, AMD Athlon X2 5000+, Radeon 3870OC, 4GB RAM, Windows 7, 1680x1050 all settings maxed, 4xaa/8xaf, more stable when in the middle of maps where a lot of action, game runs extremely smoothly.

Multi-core is the future!
 
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