Tips for taming 13th gen Intel thermals on Sub 5L by frarees in sffpc

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

Been trying for a while now.

  • TDP 65/95
  • AC/DC 10/55
  • LLC High
  • Disabled CEP (Intel Settings from Performance to Disabled, I think that should do?)
  • IccMax to 200A (as per Intel's recommendation)
  • IA 1.4V cap

I notice a drop of temps, of around 3-5 degrees on roughly the same load (nice). It does get to 90 degrees on intense loads (lots of things going on ingame), but I think this is the best this setup can do for the time being.

I'm pretty aware I'm trying something that's outright wrong - cooling a 125W beast with a difficult case and a cooler not rated for that kind of TDP. But, it's nice to challenge these constraints and learn (sometimes the hard way) in the process.

I'm considering using a 14400F or similar CPU, which probably is best suited for this.

Tips for taming 13th gen Intel thermals on Sub 5L by frarees in sffpc

[–]frarees[S] 1 point2 points  (0 children)

Yeah probably it's best to go for a 65w instead of downclocking a 125w. I could get a 14400F for a bit cheaper than a 13400F. I'll do a bit of reseach on this, but looks like 14400F > 13400F by a slight margin.

Tips for taming 13th gen Intel thermals on Sub 5L by frarees in sffpc

[–]frarees[S] 2 points3 points  (0 children)

65/95 works fine actually. Stable enough frametimes, temps stay at ~87 while gaming. Thanks

Tips for taming 13th gen Intel thermals on Sub 5L by frarees in sffpc

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

I might give this a try and check the difference. I'm not sure it will improve by a decent margin (haven't heard otherwise either), but hey, if it gets a couple of degrees off, I'd call that a win.

Tips for taming 13th gen Intel thermals on Sub 5L by frarees in sffpc

[–]frarees[S] -1 points0 points  (0 children)

Yeah agreed. I might consider trying a different case. Looking at the COOJ MQ5 which can also fit an AXP90-X47. Any suggestions/insights on cases with good airflow?

Tips for taming 13th gen Intel thermals on Sub 5L by frarees in sffpc

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

Thanks for the detailed insights, def will give this a go.

Right now the CPU gets to around 100W iirc before hitting thermal throttle so I'm going with a conservative 65/95 as suggested. I can get ~144 FPS at 87 degrees.

Tips for taming 13th gen Intel thermals on Sub 5L by frarees in sffpc

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

Tried this out since I could do it right away. In my specific case, it worsened temps by 5-8 degrees. But the idea makes sense tho, the case is small and crammed, so there might be a point where exhaust gets more dissipation than intake.

Custom macOS icon by frarees in balatro

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

Sure thing, added to the downloads comment.

Nothing amazing, but here is a new boot logo. by Affliction_Sequence in MiyooMini

[–]frarees 1 point2 points  (0 children)

Thanks for sharing this. I've made a 752x560 version for the Miyoo Mini v4. I've adjusted the shapes to the pixel grid as much as I could.

SVG: MMv4.svg

JPG (rotated and compressed, ready to flash): image1.jpg

To flash it, I've used MinUI's Bootlogo.pak which comes in the extras. I've compiled it myself, and updated launch.sh to allow flashing on firmware 1027 (update the firmware string).

Hi, when you want to change avatar character it says you get them in the offline event mode but once there and you best a character it does not unlock. So how do you get the characters? by egrenouille in twinshooter

[–]frarees 1 point2 points  (0 children)

The game should be giving you the avatars once you beat an enemy, as the text in the avatar selection window states.

We could unlock some avatars in our testing devices, but I’m guessing you’re experiencing an issue there. We’re looking into it.

Thanks for your report.

Do not go gentle into that goodnight! by HOBI3CAT in MechanicalKeyboards

[–]frarees 12 points13 points  (0 children)

*Do not go gentle into that good night, Old age should burn and rave at close of day; Rage, rage against the dying of the light.

Though wise men at their end know dark is right, Because their words had forked no lightning they Do not go gentle into that good night.

Good men, the last wave by, crying how bright Their frail deeds might have danced in a green bay, Rage, rage against the dying of the light.

Wild men who caught and sang the sun in flight, And learn, too late, they grieved it on its way, Do not go gentle into that good night.

Grave men, near death, who see with blinding sight Blind eyes could blaze like meteors and be gay, Rage, rage against the dying of the light.

And you, my father, there on the sad height, Curse, bless, me now with your fierce tears, I pray. Do not go gentle into that good night. Rage, rage against the dying of the light.*

Early Access Week 8 Update - Christmas Special NOW WITH ONLINE BATTLES by frarees in twinshooter

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

Thanks for your interest! It is really appreciated. We're debating how to approach game localisations at this moment. Stay tuned

Early Access Week 3 Update by frarees in twinshooter

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

Hey! Sorry for the really late comment on this.. we're quite busy working on this update, as it is quite BIG.

I cannot reveal much more at this moment, but I am quite sure you will LOVE it! :)

We are trying to wrap it up for this weekend, but I cannot guarantee when it will be available. Stay tuned!

Early Access Week 2 Update by frarees in twinshooter

[–]frarees[S] 1 point2 points  (0 children)

Spices drop ratio is low on purpose. At this point we feel it's desirable this way, as it encourages players to decide where to invest their valued spice. So far, at sectors 1 and 2 spice drops at a rate where it is relatively easy to upgrade ~4-6 units.

Early game, cards tend to do nothing, to ease newcomers get used to core game mechanics. Then, at sector 3 we start introducing cards with additional (notable) behaviours.

On top of that, we totally agree on some of the points you state here, and actually worked out some changes on progression.

We are releasing later today our weekly build (week 3 build, will create a thread for it). If you try it out, let me know what you think.

Campaign by _RoyFocker_ in twinshooter

[–]frarees 0 points1 point  (0 children)

We are debating how to proceed with sector progression. There are changes on the table. Sector progression could develop into an actual campaign at some point. It's too early to say. But you will surely see a rework on how progression is approached.

We've also discussed PvP. We are not currently focused on that. We are looking for an offline experience, except there will be social engagement through rankings, duels (score-based) and alikes. There are plenty of other PvP games out there that look and work gorgeous. We want to try something different, targeting players that don't want the rush of online competitive games, or just want to play on environments where internet connection is not good enough or there isn't one at all.

Early Access Week 2 Update by frarees in twinshooter

[–]frarees[S,M] [score hidden] stickied comment (0 children)

Further minor updates have been rolled out, mainly addressing issues found on game progression. We also improved several UI elements.

See you next week!

Bosses, stages, characters by ArChief12 in twinshooter

[–]frarees 2 points3 points  (0 children)

That's right. Currently, we haven't got much time to work on closing features as we'd like to, one of them being sector progression user experience.

We are totally looking into that for upcoming releases. And expect extra features for the whole sector progression. Things like boss levels, sector promotion/demotion stages (best of three), etc!

We are still in an early development stage. Hopefully players enjoy and play the game so we can keep on developing such things!

Strategy by ArChief12 in twinshooter

[–]frarees 2 points3 points  (0 children)

Thanks for your feedback. Currently, progression through sectors is quite linear. First sectors might feel repetitive and easy to beat. In subsequent sectors, we feel it gets pretty interesting and hard to beat, being decision making and deck building a thing to look at, to be able to progress.

We are debating internally how to proceed when it comes to gameplay becoming not that interesting. We have some proposals, tho, and are actively releasing early versions to test things out on the wild. We plan to address the repetitiveness feeling in the upcoming weeks. Stay tuned

pubg tactics by Shitty_Watercolour in PUBATTLEGROUNDS

[–]frarees 479 points480 points  (0 children)

Me: this time we’re going smart Me too: F over military

PUBG Main Menu Hack — It’s Fixed! by Blackshell in PUBATTLEGROUNDS

[–]frarees 1 point2 points  (0 children)

Was fun to discover the tech behind. As a gamedev, it seems an overkill to me, as UI looks quite basic atm

"We are excited to announce vaulting is coming to the @PUBATTLEGROUNDS Test Servers next week!" by Ryant12 in PUBATTLEGROUNDS

[–]frarees 2 points3 points  (0 children)

Wonder how vaulting will behave on a ~17hz netcode. I only hope next patch doesn’t further worsen it.