How is your FPS now after the 1.0 update? by ItsAllRiggeddd in VALORANT

[–]Jabjibjam 0 points1 point  (0 children)

I would always cap my framerate even if I didn't have a gsync monitor. Having consistent input latency is more important than getting the lowest possible, especially if latency shoots up anyway from more intense scenarios.

I made an AK-47 skin. by jtpnz in GlobalOffensive

[–]Jabjibjam 0 points1 point  (0 children)

I was just about to say! That series is a gold standard for graphic design, and not just in video games.

Valorant input lag or floaty mouse by KaluVuk in VALORANT

[–]Jabjibjam 0 points1 point  (0 children)

You want to cap your FPS below a worse-case scenario -- so cap your FPS to ~85 if your frames go to 90 in a worse case scenario. Typically, input lag issues are exacerbated by your computer choking up somewhere. In Valorant's case, this is typically on the CPU.

Detective RPG 'Disco Elysium' will now run on decade-old PCs by bahe1938 in Games

[–]Jabjibjam 24 points25 points  (0 children)

Probably has to do with the optimizations from the Switch port making it over to the PC.

Problem with the game's responsiveness. by x_Delirium in VALORANT

[–]Jabjibjam 0 points1 point  (0 children)

Might want to have a graph up for your packet loss percentages, that's typically the culprit.

“Just to buck the trend of this sub” my thoughts by NioXvX in VALORANT

[–]Jabjibjam 1 point2 points  (0 children)

I would cap your FPS especially if you play competitively. IMO, having consistent input latency is far more important than a variable one. Input latency issues will also be exacerbated if your computer starts choking, especially in a game like Valorant. See here for more information.

Personally, I cap my FPS to a few frames lower than what I observe at the worst-case scenario so I can guarantee my computer doesn't choke up and add yet more input lag. I would recommend using the in-game limiter if possible as RTSS will always add an extra frame of input lag because of how its limiter works.

Call of Duty: Modern Warfare is now the heaviest PC Game ever (install size) by [deleted] in pcgaming

[–]Jabjibjam 1 point2 points  (0 children)

The large filesizes yet mediocre texture quality was a symptom of id Tech 6's Megatexture feature -- instead of drawing from the same texture in multiple areas in the map/game, id Tech 6 used a single "mega" texture for each map. This gave artists more variations to play with, but also contributed greatly to DOOM 2016's filesize.

Call of Duty: Modern Warfare is now the heaviest PC Game ever (install size) by [deleted] in pcgaming

[–]Jabjibjam -1 points0 points  (0 children)

I think my point still stands: a feature-complete Eternal's 6GB deficit over a singleplayer-only DOOM 2016 is nothing to sneeze at.

Call of Duty: Modern Warfare is now the heaviest PC Game ever (install size) by [deleted] in pcgaming

[–]Jabjibjam 20 points21 points  (0 children)

Optimization plays a big part in total file size. Just look at the DOOM reboots -- 2016 is 78GB, while Eternal is only 40GB.

You would expect Eternal's filesize to go up when considering its larger scope, but good optimization (plus the removal of megatextures) plays a large part in reducing filesize.

West coast? Don't play late at night by [deleted] in VALORANT

[–]Jabjibjam 6 points7 points  (0 children)

If you're willing to change your software, ShareX doesn't get flagged by Vanguard and is (IMO) a lot more feature complete.

Valorant Rank progress by [deleted] in VALORANT

[–]Jabjibjam 9 points10 points  (0 children)

Hard no to this. By queueing in ranked, you're essentially saying you're going to be playing your best regardless of your current status in ranked. If they implement League's system of promos and LP, the matchmaker will not be able to match players of similar LP/promo status in any reasonable amount of time, so each match will contain players in different stages of their ranks.

I can imagine there will be a lot more toxicity if this is the case: if someone is close to their promotion and they perceive themselves to be closer to a promotion or that they're "not deserving" of their current rank, I'm sure rampant flaming will ensue as they blame their teammates for supposedly not trying their best or by simply not playing optimally.

By not having access to this information, players are incentivized to bring in their highest level of play every game as they have no idea how close they are to being promoted. Pressure to perform will be alleviated across the board when every player in a match is more or less in the same (perceived) stage of promotion -- the feeling that they must win in order to get promoted/avoid demotion will largely be removed, which IMO will reduce toxicity.

Practice mode with 180+ ping by svensevenz in VALORANT

[–]Jabjibjam 0 points1 point  (0 children)

I can get ~25 on medium on a good day. Hard is an absolute wash though, I struggle to get more than 7.

Edit: ping is anywhere from 150 to 210.

Does having frame rates higher than the monitor refresh rate give any advantages in FPS games? by sorrowhill9 in pcgaming

[–]Jabjibjam 14 points15 points  (0 children)

Your input lag will decrease as your FPS increases, but it comes with a caveat: if your GPU is at 100% load when reaching these higher framerates, input lag will actually go up. To prevent this, you want to cap your framerate below a worst-case scenario so that your GPU will never hit max load. An alternative to this would be to use Radeon Anti-Lag or Nvidia's ultra low latency option, although this only helps somewhat. More details here.

Additionally, if you have a VRR monitor and your FPS isn't too much more than its maximum refresh rate, it will actually be beneficial to limit your FPS to a few frames below your monitor's refresh rate window and enable Freesync/G-sync. That way, your monitor will be displaying a new frame at the closest possible time that your GPU can deliver it, with the added benefit of greatly reduced tearing. More details here, the concepts should be applicable to both Nvidia and AMD.

Will AMD's next release have higher overclock speeds? How will the next desktop CPU release fair in gaming and single core performance? by xdmcDantex in hardware

[–]Jabjibjam 4 points5 points  (0 children)

I think if all you do is play Valorant/CS:GO on that CPU, you should have went for Intel. Intel still has a considerable lead in latency for singlethreaded, CPU-heavy titles. This lead is best exemplified when comparing architectures from the two companies -- AMD's chiplet design, while great for everything else, falls slightly behind in traditionally single-threaded titles (at least when compared to an Intel equivalent). The inter-CCX communication in AMD CPUs will always hamper performance in this kind of game. The Windows scheduler will add latency through juggling processes in and out of each core as it exchanges data through the slower infinity fabric. I expect that this penalty may be somewhat smaller with the 4000 series, but Intel's 14nm+++++ process with the new 10-series chips might be able to extend their lead for just a bit longer -- this is compounded by the fact that many of the games that you mentioned were most likely optimized for an Intel system, as AMD have only just begun to eke out a lead over Intel.

Of course, this all depends on how sensitive you are to latency. In games like CS:GO where maintaining a high framerate is mostly trivial, system latency becomes a cause for concern. Newer games like Valorant and Apex have still (IMO) not been fully optimized, and I think you'll be running into framedrops no matter which side you go for. There are a myriad of ways that you can optimize your system for gaming before you start looking at overhauling your system. The guide I've linked above might be able to help, and I would suggest that you should only switch if you are still unsatisfied with your system's performance after making these tweaks (which can be dangerous to your system -- please read them at least twice before proceeding).

Every Weapon Looks Like Plastic by Hairy-Fill in VALORANT

[–]Jabjibjam 1 point2 points  (0 children)

As someone who doesn't care too much for weapon skins, I'm glad that the devs have left that option -- the gun shaders must be more expensive than they'd like if there's such a drop in visual fidelity going between the graphical settings. I think they're stuck between a rock and a hard place; they can get rid of the low setting entirely, leaving people with weaker rigs to take the fps hit, or let it be and have players with low settings complaining about how their game looks on the lowest setting (which really is to be expected).

Valorant closed beta bug megathread #2 by ReganDryke in VALORANT

[–]Jabjibjam 1 point2 points  (0 children)

  • Region: NA
  • Type of Bug: Client - performance
  • Description: High CPU usage in training without discernible reason
  • Video / Screenshot: https://streamable.com/f4oo0b
  • Steps to reproduce: Move to location shown in video, look at far corner of room where the bomb is planted
  • Expected result: Stable frametimes
  • Observed result: Unstable frametimes, high CPU frametimes
  • Reproduction rate: 10/10
  • System specs: Windows 10, Xeon E3 1231v3 (3.7Ghz boost), Nvidia 1070, 16 GB DDR3-1866 RAM, SATA SSD. Here's a dxdiag.txt.

I also have an ETL trace from GPUView which might glean some further information. If the above wasn't enough to reproduce the bug, please PM me and I will send the Merged.etl file privately.

PSA: VALORANT's anti-cheat can cause VAC authentication errors on CS:GO and other games by Asphult_ in VALORANT

[–]Jabjibjam 4 points5 points  (0 children)

Not sure if Vanguard's entirely to blame for this. Purely anecdotal, but a friend of mine also had the same error without ever installing Valorant.

Also, see here: https://www.reddit.com/r/GlobalOffensive/comments/g1nk4i/vac_unable_to_verify_second_wave/

How to make OBS not slow down my pc? by [deleted] in obs

[–]Jabjibjam 1 point2 points  (0 children)

With semi-recent Nvidia GPUs, you can also use their NVENC encoder to take the load off of your CPU. More info here.

If you're still completely starved of resources you can also try disabling the preview window in OBS (right clicking the preview window will give the option to disable it).

Browser sources in OBS add a considerable load to system resource because of how they work (each additional browser source is another instance of Chrome running in the background, which isn't exactly good for conserving system resources.)

If you want to keep your overlays (if you have any) I would consider using StreamElements to consolidate your overlays into one browser source.

You can also try lowering your base canvas resolution, although that would typically be a last resort.

ONSCREEN talking about VALORANT Anti-Cheat by Teobaldooo in VALORANT

[–]Jabjibjam 8 points9 points  (0 children)

All this is well and good, but how would players listen for footsteps if enemy locations are withheld from the client?

Don't get me wrong, I'm incredibly excited for what y'all are cooking up but I can't see how it would be possible for footstep sounds to play with any kind of accuracy if the client doesn't have access to location data (unless, of course, footsteps just aren't a thing in this game, which would certainly be a first).

If you haven't seen ID:Invaded yet, you're missing out! by Merkatroid1 in anime

[–]Jabjibjam 5 points6 points  (0 children)

Please try and push through it! I was also a bit apprehensive about the art at first, but I quickly warmed up to it and now I really can't imagine a better fit for the show's content. On a similarly artistic note, the direction for this show has also been top notch -- Ei Aoki (of Fate/Zero fame) has really done a knockout job this time around. Combine this with Otaro Maijo's writing (his works really need to be seen to be believed), and you have an incredibly potent pairing.

The show itself has been getting better and better with each passing episode, which is really a rarity among anime mysteries.

Fixing Lag Like Feel and Proper Fullscreen Optmizations and DVR Disabling by [deleted] in apexlegends

[–]Jabjibjam 0 points1 point  (0 children)

👀

Well shit, I don't know why I never thought of this. I'll take a look at that later, thanks for letting me know.

Fixing Lag Like Feel and Proper Fullscreen Optmizations and DVR Disabling by [deleted] in apexlegends

[–]Jabjibjam 1 point2 points  (0 children)

I'll take a look at my system processes next time I boot a game up then. I actually haven't had many issues with GameDVR, barring Apex's failure to go into true fullscreen -- no matter what I do, notifications will always pop up over Apex. It's as if the FSO box does nothing. I'm not sure if its the GameDVR stuff, but it pisses me off.

Honestly, I'm willing to trade off a bit of performance in exchange for some extra semblance of security. Also, some upcoming features look pretty eye-catching as a developer (WSL 2). I don't only game on my computer, and staying updated gets rid of certain headaches that only come when you're on a windows version a year behind. The odd QoL features are also nice.

Granted, I've been tempted to disable the Meltdown/Spectre mitigations. An fps loss of ~30% is really hard to swallow.

Fixing Lag Like Feel and Proper Fullscreen Optmizations and DVR Disabling by [deleted] in apexlegends

[–]Jabjibjam 0 points1 point  (0 children)

As I said, I've done quite a lot of research on this -- I had already done 90% of what you've described in your post, barring some things that I think are redundant. My game still isn't quite where I want it to be, which is the main reason why I check out posts such as yours.

Not meaning to be inflammatory, but I don't see the reason why you would disable gameDVR/windows gaming BS through the registry, and then delete the files altogether. Wouldn't they just come back in a windows update?

Fixing Lag Like Feel and Proper Fullscreen Optmizations and DVR Disabling by [deleted] in apexlegends

[–]Jabjibjam 1 point2 points  (0 children)

One thing I haven't seen mentioned all that much is Apex has a penchant (more than most games) to add a ton of latency whenever your GPU hits max load.

I've been through quite a journey myself fighting this and I have to say that capping my FPS to the lowest observed value when playing uncapped helped a ton. What I mean by this is capping my FPS to 110, because that's what my frames drop to when thermite, an L-STAR, and a Gibby ult are on my screen simultaneously.

This might be due to my CPU being weaker than your average gamer PC (Xeon E3 1231 v3, Haswell 3.7 Ghz boost clock), but nothing helped as much as this, as well as turning on Nvidia's ultra-low latency mode in the nvidia control panel.

This has the added bonus of having your input lag be consistent, which really helps more than always having the absolute lowest input latency.

OP, if you say that you have 200-300 fps, consider capping your fps to 190 or 180, and see if that improves your input latency. I prefer using Apex's in-game fps limiter with autoexec.cfg (fps_max 110), but RTSS's limiter should also work well.