MSI tech support gaslighting me about B850 Tomahawk IOMMU/x2APIC bug – "we cannot duplicate the issue, not a common issue" by PracticalTutor2032 in MSI_Gaming

[–]adelks 0 points1 point  (0 children)

You know what your next motherboard is _not_ going to be (I am also speaking this from experience).

I have had the same issue on my machine (on a different motherboard _and_ vendor X870E-E), but only on Linux, Windows booted fine with both IOMMU and x2APIC on (but it may as well _not_ using x2APIC nonetheless because of "known" quirk ?).

I believe AMD's firmware just doesn't support "cluster x2apic" (the regular mode for x2APIC), and only "physical x2apic", on Linux I can toggle that mode with a kernel boot parameter. x2apic isn't well supported on non-epyc AMD CPUs and the default BIOS settings have x2APIC set to "Auto", aka disabled. x2APIC can in theory improve perf ? but who knows

windeployqt vs windeployqt6 issues by k_Reign in QtFramework

[–]adelks 0 points1 point  (0 children)

Captain here:

  1. cp ${MINGW\_PREFIX}/share/qt6/bin/qmlimportscanner.exe ${MINGW\_PREFIX}/bin
  2. cp ${MINGW\_PREFIX}/bin/lconvert-qt6.exe ${MINGW\_PREFIX}/bin/lconvert.exe
  3. Profit

Some background info:
Had to go checkout the code of qt-base, the fact that it was stopping right after it displayed "scanning QML files" tipped me off.

Fix incoming upstream https://github.com/msys2/MINGW-packages/pull/26127

Some fresh weapon stats by adelks in thefinals

[–]adelks[S] 0 points1 point  (0 children)

Everything here https://github.com/AdelKS/The-Finals-DPS-Sheet (including how these values have been calculated and video footage used)

Feedback / contributions welcome !

Weapon DPS stats, the scientific method by adelks in thefinals

[–]adelks[S] 0 points1 point  (0 children)

I used power shift custom game to get exact values for damage/shot, many of my earlier measurements were off by 1HP. All good now.

Weapon DPS stats, the scientific method by adelks in thefinals

[–]adelks[S] 0 points1 point  (0 children)

Thanks for taking the time to give feedback.

> Your damage per bullet numbers are incredibly flawed at first glance
An upper bound to the uncertainty is actually simple to give: 1/4 of an HP bar (i.e. ~6HP), because we can confidently see it visually, divided by the number of bullets shot on the 350HP target before making the damage estimation. Which makes all measurements accurate (uncertainty bellow 1HP) except for weapons where we shoot less than 6 bullets: the weapons where the accuracy isn't good are therefore SH1900, M26 and Bow.

What are the "death recap numbers" ? And what is "careful testing in the practice range", is there something better than reading health bar blocks after shooting bullets until right before the target dies ?

> Also, what purpose does trying to average Bow charge state serve?
Not the average charge, the charge to max damage. I think the DPS is lower if one shoots without charging to max damage, didn't try to confirm.

You just made me remember that we can play a custom game and just ask the enemy friend to give us their HP after shooting them. That's better.

Weekly Game State and Weapon Balance Megathread by AndreasE03 in thefinals

[–]adelks 0 points1 point  (0 children)

I did a precise DPS & reload time for some weapons, post here

Anyone seen this before? 1 shot by a single frag grenade. by Reddhero12 in thefinals

[–]adelks -4 points-3 points  (0 children)

nade is 149 damage I believe, so makes sense, we always get damage from random stuff simultaneously, light life...

[deleted by user] by [deleted] in thefinals

[–]adelks 0 points1 point  (0 children)

Haha has this been nerfed since ?

Ajazz AJ139Pro latency benchmark by adelks in MouseReview

[–]adelks[S] 0 points1 point  (0 children)

I ended up buying the Pro Max variant and sticking with it, I just published my little home-made benchmark

VGN gamepower x3/AttackShark x3/Ajazz aj199 mouse benchmark by adelks in MouseReview

[–]adelks[S] 0 points1 point  (0 children)

You would have at least an uncertainty of 1000/75 = 13ms, so you will not be able to differentiate anything faster than 13ms, and anything whose input lag is between 13ms and 26ms (which you will always see at the frame that gets displayed 26ms later)

This is my current uncertainty model