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lowenz last won the day on September 4 2020

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  1. That's exactly the point of having a slider.
  2. But the selected value doesn't (can't?) reflect the actual value as stgatilov says, so a slider is a more adaptive solution. If I want adaptive sync on a 75 Hz monitor I must limit the frametime to 1/74 *actual* seconds, not a "75" nominal value.
  3. No problem about that, it's just about coherency of the FPS limiter option in the menu. 144 is already there, the only other common value missing is 75.
  4. Suggestion/Request: we already have "144" as a dedicated FPS limit (for 144 Hz monitors), can you add "75" as another one? Thanks! 60 70 -> 75 80 90 100 110 120 130 140 -> 144 150 etc. G-Sync (compatible) issue (low performance value after loading a savegame) still is there. Press ESC, stand by in the menu screen for some seconds, return to the game and the framerate is alright. Or move around a little.
  5. Of course it was in 2.08.
  6. Possible the same bindless textures issue that's not really an issue. It's a limit of the method.
  7. Maybe related! https://www.phoronix.com/scan.php?page=news_item&px=AMDGPU-FP16-DCE8-Patches&utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Phoronix+(Phoronix)
  8. issue found (2.09 beta 2 but maybe is waaaaaaaaaay older) https://postimg.cc/8smv0rkq House in front of the tavern of "A New Job"
  9. Any news about the upcoming "hotfix" ? So I'll finally play the Volta series during Christmas time
  10. I'm using RTSS (MSI Afterburner monitoring companion), not (only) internal values. And I use 64 samples to smooth the (moving) average value: seta com_showFPSavg "64" And you can clearly see the difference between 30 and 50 FPS moving around a bit, I mean simply walking around a bit. After the first movements + camera rotations the framerate goes up to the "right" value. Savegame is required.
  11. Frob https://www.ttlg.com/forums/showthread.php?t=53496
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