Aciz

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Played a while on Win 11 with `r_fullscreen 0`, no issues on my end. 165Hz + 144Hz monitors.

No it's not, this is an entirely different issue.

> Try to disable `r_ext_multisample` or `r_hdr` to see what option actually causes significant performance drop `r_ext_multisample` is definitely heavier. But that's not the point I'm making here, neither of...

> Timedemoing `four.dm_68`, both with `r_ext_multisample 4` and `r_hdr 1` > Vulkan: > `1260 frames, 2.56 seconds: 491.8 fps` > OpenGL: > `1260 frames, 0.93 seconds: 1357.8 fps` And for...

> Well, there is no platform-specific code in Vulkan/OpenGL renderers so it all depends from driver optimizations for a specific platform Right, so this issue is likely in Nvidia linux...

#2124 should likely be reverted if this is implemented, other engines that implement `con_scale` cvar use that instead for non-native rendering. While it's nice that it auto-adjusts to default, from...

> Wonder if this custom findcjson actually breaks the build on some distros (arch for instance). It would be nice to get some feedback from users of other distros on...

The limit in this case comes from mod side flood protection, pretty much nobody uses the server side flood protection because it interferes with gameplay too much. `team` should remain...

In scenarios where `team_maxAirstrikes` or `team_maxArtillery` is set, the way air support limits are calculated is following (example with airstrike, artillery is same): * airstrike counter is incremented by `60000...

FWIW ETPro seems to limit air support in similar way, there's not explicit cvars for it but the limiting seems to work the same way.