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[NOTE: My posts always begin with only "half-idea" at start and i get better findings when you read down to the end so ... i don't really do all the stuff and then type it, it's all "live, as it goes" ... that's my exp. in which case i know im correct
, if i found myself to be incorrect while typing the last sentence of a wall of text, then i wouldn't even post this thread]
The internet already found this is a common problem:
They called it:
Problem #21 - Portal 2 Lag Physics Blob Fix
Possible Solution: Set r_threaded_blobulator 0 using console.
Well so it's a common thing, not surprising me.
I was going to post this just secs ago before i found more info:
Looks like the command here disables only the buggy fluid physics and the rest is still multi-thread enabled, im not sure on this yet , nobody made it clear if that's really the whole option or just a part of many commands that the "Multicore Rendering" sets.
Ah "rendering" part should signal that this is a GPU option , but still , this is a BUG and im glad it's been booked as. Because GPU has nothing to do with physics unless it configred that way or you have PhysX.
The sense of it is also to LAG less , but this is clearly counterproductive from what i see , the lag is so immense it makes the sound pop , ... are you thinking what im thinking , exactly it's the CPU bottlenecking so hard, so it's definitely not "multicore rendering" alone , it's chaning other commands too which have nothing to do with rendering. (the command has "threaded" which is (not yet) deifintely not GPU-centric stuff ... in term of distinguishing task operations)
And if i used the simple program maybe i can catch and probably record what happens to CPU / GPU when this is on. [will do this later, not in this post yet]
http://forums.steampowered.com/forums/showthread.php?p=22161321&posted=1#post22161321
http://gamecrashfixed.com/2011/04/f...uncher-spinning-bug-steam-cloud-save-problem/
BUT:
Nobody has yet talked/linked about multicore rendering to be the cause of the Portal 2 lag-bug. [only 3 things currently,
EDIT:
Apparently it has, but surprisingly it's not about Portal 2, it goes farther back to ... Left 4 Dead and Team Fortress 2.
Yeah, turning off multi-core rendering fixed everything for me, you should try. With it enabled, both cores would launch to 100% and the game would freeze for 5-10 seconds at a time, every 10 seconds or so. It was terrible. Now the game runs perfect maxed, at about 50% load.
AMD Athlon X2 6400+
GeForce 8800GTS 640MB
4GB Corsair XMS2 DDR2 800MHZ[/QUOTE]
Source:
http://www.gamespot.com/pc/action/left4dead/show_msgs.php?pid=937406&topic_id=m-1-47839801
-------------------------------------------------------------------------
Now i screenshoted this:
After ... all
See TEH grandz confuzionz! [EDIT: ]
We should be like:
Let's find out what this screenshot really means.
Back to square one ... the label about "rendering" is surely misleading , it is what is supposed to be.
Back to square none? There's also a chance that CPUs label is wrong and it should be saying GPUs ... we can only guess at this , it's really weird.
Not to say square, but back to the original assumption , it cannot be called "rendering" if it's about CPU, but if it's about GPU, it cannot (should not) influence CPU-bound technical options of the game.
What we can gather(okay speculation
) : - Valve developed portal 2 with a second or third team that is a bit nooby
-multi-platform games get much less attention to detail
They're so lazy they didn't even fixed this from L4D ... and this Portal2 engine isn't exactly anything special at all.
Plus im a bit disatisified with the game, textures are a bit lame for 2011 , i still can't ... see what it's written on, the little detail text on walls and equipment , this is so annoying to see a blured out text.
-------------------------------------------------------------------
This adds more questions than answers, example of similar feature in another game:

When does it work properly ? What it takes for it to work properly ? Valve didn't say anything about it (or we didn't notice), and certainly Valve didn't warned us about experimental status either.
---------------------------------------------------------------------
More: It doesn't add any big answers , certainly not here:
Multicore Rendering accelerates your framerate by rendering with multiple cores... simultaneously!
This ^(upper itallic text)^ is total and utter nonsene. (ofcourse VE3D = IGN , what else to expect
)
-CPU can only accelerate framerate by better physics calculations and overall speed/tech/instructions/using-more-cores , lifting it's bottleneck for the GPU to perform better , if GPU is already maxed out , this won't help framerate at all.**certain circumstances
-"rendering with multiple cores" ->
knowingly talking about CPUs , this has to be most ignorant and shittiest statement ever. CPUs don't render anything.
-"simultaneously!" > this tells you solidly they're talking about CPU in mind (makes sense, it's the central talk about CPU cores and games using more cores) , but using a TERM and EXPLANATION from GPUs, they apparently don't have a clue and just reported about it, so i won't blame IGN again, but that's some pretty crappy explanations from valve in the first place.
It's all about CPUs , what's this option even doing in video settings, Dual-Core GPUs are not mainstream(totally not the center of "MULTITHREADING / MULTICORE" terms and talks yet) and totally not apparently in need of any software support as CPUs (GPU driver controls how a multicore gpu will perform, what games and programs do is simply to apply more code to make it work even better, but it's definitely not "using only one GPU core" as it's the case with CPUs) In other words , multi-core GPUs already do it "simultaneously!" , but all depends on GPU driver.
It's not about SLI or Crossfire either, again, it's all GPU driver bound, ATI releases game profiles for each games for them to perform better/at all on such configurations. That's no-brainer, but just to clear out any doubts by newcomers/newbies/whoever.
Basically, if companies can't supply correct information because they give this job to some stupid guy there or what, but the journalism has no clue either, being (unjustifiably) criticized all the time (those that don't know the truth) George broussard from 3DR said once: "...piss poor gaming journalism..." ... he's still correct to this day.
-----------------------------------Conclusion:
The clue is, there's no other posts on the web about "portal 2 connecting with multicore-rendering producing extreme lag"
but i found one last bit which is ... only to further explain a few things.
It's a guy with an iMac, but he can't disable multicore-rendering he's claiming it's causing him a lot of lag.
A reply:
-That's the theory, it is impossible to claim that in practise
(check mate
)
Another one:
The first part is -> that's really rough, only in certain circumstances, if your CPU is crappy or you have crappy settings definitely but not in optimal conditions, althought apparently sometimes(manytimes) it can be used to fix huge stuttering and frame drop
The second part is not in my area of knowledge.
This iMac guy who is the OP is apparently correct (surprise surprise)
-That's why this is booked as a bug (which makes lag), it's not doing what it should.
It's definitely not a problem with PC or anything "external" or whatever else.
Now rbarris from Valve team posted this:
In all of it , it's true, but it's a funny excuse, it doesn't work on windows either.
Yet that was not Portal 2, but still, it ain't worken before it doesn't now.
Source:
http://forums.steampowered.com/forums/showthread.php?t=1283479
------------------------------------------------------------
This just more confirms that this option is severely bugged, "stuttering" is most popularly CPU lag (also HDD/pagefile lag, but not in this case) , so basically CPU is reaching bottleneck ... framerate drop/rise violently, temp-freezes(kind of lines can be seen on screen, but no corruption or gfx errors) , sound pops ...
http://www.gamespot.com/forums/topic/26869192
Basic Inexperienced Thread ---
http://forums.heroesofnewerth.com/showthread.php?t=250129
Talks how"multicore rendering would enable better experience for low GPUs" - IF something, all you would get is framerate, so it's performance thing not "better [visual..etc] experience", and on a bad GPU doesn't make a whole lot of a change at all, ... good GPUS already push it over 100, once you're over 100 ... at least me, don't care about FPS anymore.
Would you say people are stupid? No it's not their fault
There's a lot of confusion going around.
It's valves fault, "Multicore Rendering" is a misleading term.

The internet already found this is a common problem:
They called it:
Problem #21 - Portal 2 Lag Physics Blob Fix
Possible Solution: Set r_threaded_blobulator 0 using console.
Well so it's a common thing, not surprising me.
I was going to post this just secs ago before i found more info:
Portal 2 has extreme fluid physics lag when MULTICORE RENDERING option in Advanced Video is enabled on an single-GPU-Core system (Physics supposed to be still CPU, and i have a Intel Quad Q9300 3.0mhz, it's confusing why the option is in video settings, it doesn't really show what exactly is being done/used)
Looks like the command here disables only the buggy fluid physics and the rest is still multi-thread enabled, im not sure on this yet , nobody made it clear if that's really the whole option or just a part of many commands that the "Multicore Rendering" sets.
Ah "rendering" part should signal that this is a GPU option , but still , this is a BUG and im glad it's been booked as. Because GPU has nothing to do with physics unless it configred that way or you have PhysX.
The sense of it is also to LAG less , but this is clearly counterproductive from what i see , the lag is so immense it makes the sound pop , ... are you thinking what im thinking , exactly it's the CPU bottlenecking so hard, so it's definitely not "multicore rendering" alone , it's chaning other commands too which have nothing to do with rendering. (the command has "threaded" which is (not yet) deifintely not GPU-centric stuff ... in term of distinguishing task operations)
And if i used the simple program maybe i can catch and probably record what happens to CPU / GPU when this is on. [will do this later, not in this post yet]
http://forums.steampowered.com/forums/showthread.php?p=22161321&posted=1#post22161321
http://gamecrashfixed.com/2011/04/f...uncher-spinning-bug-steam-cloud-save-problem/
BUT:
Nobody has yet talked/linked about multicore rendering to be the cause of the Portal 2 lag-bug. [only 3 things currently,
EDIT:
Apparently it has, but surprisingly it's not about Portal 2, it goes farther back to ... Left 4 Dead and Team Fortress 2.
Yeah, turning off multi-core rendering fixed everything for me, you should try. With it enabled, both cores would launch to 100% and the game would freeze for 5-10 seconds at a time, every 10 seconds or so. It was terrible. Now the game runs perfect maxed, at about 50% load.
AMD Athlon X2 6400+
GeForce 8800GTS 640MB
4GB Corsair XMS2 DDR2 800MHZ[/QUOTE]
Source:
http://www.gamespot.com/pc/action/left4dead/show_msgs.php?pid=937406&topic_id=m-1-47839801
-------------------------------------------------------------------------
Now i screenshoted this:
After ... all
See TEH grandz confuzionz! [EDIT: ]

We should be like:


Let's find out what this screenshot really means.
Back to square one ... the label about "rendering" is surely misleading , it is what is supposed to be.
Back to square none? There's also a chance that CPUs label is wrong and it should be saying GPUs ... we can only guess at this , it's really weird.
Not to say square, but back to the original assumption , it cannot be called "rendering" if it's about CPU, but if it's about GPU, it cannot (should not) influence CPU-bound technical options of the game.
What we can gather(okay speculation

-multi-platform games get much less attention to detail
They're so lazy they didn't even fixed this from L4D ... and this Portal2 engine isn't exactly anything special at all.
Plus im a bit disatisified with the game, textures are a bit lame for 2011 , i still can't ... see what it's written on, the little detail text on walls and equipment , this is so annoying to see a blured out text.
-------------------------------------------------------------------
This adds more questions than answers, example of similar feature in another game:
Thanks for nothingTeam Fortress 2 Update Adds Multicore Rendering
Mar 18, 2009
When it works properly, Multicore Rendering accelerates your framerate by rendering with multiple cores... simultaneously!
Added Multicore Rendering:
# This initial release is aimed at testing compatibility, so the option is OFF by default
# To turn it on, go to the Options->Video->Advanced dialog, and check the "Multicore Rendering" option

When does it work properly ? What it takes for it to work properly ? Valve didn't say anything about it (or we didn't notice), and certainly Valve didn't warned us about experimental status either.
---------------------------------------------------------------------
More: It doesn't add any big answers , certainly not here:
Multicore Rendering accelerates your framerate by rendering with multiple cores... simultaneously!
This ^(upper itallic text)^ is total and utter nonsene. (ofcourse VE3D = IGN , what else to expect

-CPU can only accelerate framerate by better physics calculations and overall speed/tech/instructions/using-more-cores , lifting it's bottleneck for the GPU to perform better , if GPU is already maxed out , this won't help framerate at all.**certain circumstances
-"rendering with multiple cores" ->


-"simultaneously!" > this tells you solidly they're talking about CPU in mind (makes sense, it's the central talk about CPU cores and games using more cores) , but using a TERM and EXPLANATION from GPUs, they apparently don't have a clue and just reported about it, so i won't blame IGN again, but that's some pretty crappy explanations from valve in the first place.
It's all about CPUs , what's this option even doing in video settings, Dual-Core GPUs are not mainstream(totally not the center of "MULTITHREADING / MULTICORE" terms and talks yet) and totally not apparently in need of any software support as CPUs (GPU driver controls how a multicore gpu will perform, what games and programs do is simply to apply more code to make it work even better, but it's definitely not "using only one GPU core" as it's the case with CPUs) In other words , multi-core GPUs already do it "simultaneously!" , but all depends on GPU driver.
It's not about SLI or Crossfire either, again, it's all GPU driver bound, ATI releases game profiles for each games for them to perform better/at all on such configurations. That's no-brainer, but just to clear out any doubts by newcomers/newbies/whoever.
Basically, if companies can't supply correct information because they give this job to some stupid guy there or what, but the journalism has no clue either, being (unjustifiably) criticized all the time (those that don't know the truth) George broussard from 3DR said once: "...piss poor gaming journalism..." ... he's still correct to this day.
-----------------------------------Conclusion:
The clue is, there's no other posts on the web about "portal 2 connecting with multicore-rendering producing extreme lag"
but i found one last bit which is ... only to further explain a few things.
It's a guy with an iMac, but he can't disable multicore-rendering he's claiming it's causing him a lot of lag.
A reply:
Your iMac has an Intel Core 2 Duo, meaning it has two cores. It isn't possible to get a decrease in performance, as your computer is dividing the workload in half. You may be gaining frames due to external factors.
-That's the theory, it is impossible to claim that in practise


Another one:
The only reason to disable multicore is to improve stability...
Multicore has been proven to improve frame-rates substantially, especially when it was introduced in TF2.
The first part is -> that's really rough, only in certain circumstances, if your CPU is crappy or you have crappy settings definitely but not in optimal conditions, althought apparently sometimes(manytimes) it can be used to fix huge stuttering and frame drop

The second part is not in my area of knowledge.
This iMac guy who is the OP is apparently correct (surprise surprise)
Ehm, I know, that i have a Dual-Core Processor.
But the fact is, that i've tested numerous Source Games such as Half Life 2, Portal, TF 2 and Left 4 Dead with and without Multicore Rendering. And the Games were slower with Multicore Rendering enabled. I believe, that MR is still a bit buggy, but IDK. All I can say is, that it swallows FPS.
-That's why this is booked as a bug (which makes lag), it's not doing what it should.
It's definitely not a problem with PC or anything "external" or whatever else.
Now rbarris from Valve team posted this:
You're welcome to experiment; "multi core rendering" on the Mac client just engages the Apple multi threaded driver without too much new code executing on the game engine side. It's a little different from the MCR mode on the Windows client.
In all of it , it's true, but it's a funny excuse, it doesn't work on windows either.
Yet that was not Portal 2, but still, it ain't worken before it doesn't now.
Source:
http://forums.steampowered.com/forums/showthread.php?t=1283479
------------------------------------------------------------
This just more confirms that this option is severely bugged, "stuttering" is most popularly CPU lag (also HDD/pagefile lag, but not in this case) , so basically CPU is reaching bottleneck ... framerate drop/rise violently, temp-freezes(kind of lines can be seen on screen, but no corruption or gfx errors) , sound pops ...
http://www.gamespot.com/forums/topic/26869192
Basic Inexperienced Thread ---
http://forums.heroesofnewerth.com/showthread.php?t=250129
Talks how"multicore rendering would enable better experience for low GPUs" - IF something, all you would get is framerate, so it's performance thing not "better [visual..etc] experience", and on a bad GPU doesn't make a whole lot of a change at all, ... good GPUS already push it over 100, once you're over 100 ... at least me, don't care about FPS anymore.
Would you say people are stupid? No it's not their fault
There's a lot of confusion going around.
It's valves fault, "Multicore Rendering" is a misleading term.
Last edited: