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cleaned my gpu fan today and when i reinstalled it amd catalyst wanted to update so i let it

now whenever i exceed 30% usage it lags like a bitch
like 13fps in tf2 type lag on my hd 6970

its only running at about 60C so its not a heat thing and all the drivers i install dont seem to make a difference

i think i broke my gpu
 
You should clean fans with pressurised air cans so you avoid touching anything or applying any force.

Also; 6970! That's the card in my old PC
 
Xilef":3pf4uvbp said:
You should clean fans with pressurised air cans so you avoid touching anything or applying any force.

Also; 6970! That's the card in my old PC
First person I've spoken to who has it as well. :D

I rolled back to may 2015 drivers and it's a little better, but it still lags whenever it exceeds 30% usage. :s

It seems to have some sort of heat ceiling, where it just will not let itself go over 65 degrees no matter what (even though it was idling at higher than that pre-clean).
 
In my old PC, due to the case I built it in, airflow was awful so my 6970 would reach 80°C in some circumstances.

Frame-rates were okay IIRC. I think I was still playing games on it back in May. My memory is sketchy but I'll try to estimate what kind of performances I got; I remember TF2 I could run at around 70FPS on maximum, but would drop to 40FPS when things got intense. CSGO was 60 to 70FPS on medium settings. Crysis I could play at solid 60, Crysis 2 was a little more demanding with the DX11 patch and was around 50 to 60FPS, but without DX11 features I was hitting about 80FPS in Crysis 2.

Again, memory is sketchy so maybe subtract 10FPS off of all those numbers. Hope that gives you an idea of what you should be getting.


Sounds like a dumb thing to say, but have you checked that the fans are spinning at full-speed on the card? I once had problems with no putting the PSU cable in properly with a GPU and one of the fans span at about half speed. Don't think I've ever had an issue with the 6970 beyond the awful VR performance and horrible HDMI output support (Not to mention the lack of GL conformance strictness. But that's an AMD driver issue really).
 
I've had this card for years, so I already know what I should be achieving. Your estimates are about right, but TF2 can't get that on maximum, you gotta drop some settings to get there, for me at least. I have a reference cooler so it's not great. Sapphire 6970.

I think I was pushing it too hard in my tests. It seems to be alright now for the most part, only underperforming a little. Not game-breaking anymore. I guess the usage is completely whacked, and I don't know how the usage is calculated, so it very well may be hitting where it should be.

Oh, and mine has hit 95°C - I'm pretty sure that's when it starts throttling. Surprisingly, it still leaves the fans on at like 30% even when that hot, because it's clearly too much hassle to set that up properly by default >:|
 
Mine is a sapphire too, stock. Like I said, my memory isn't clear so I probably inflated those framerates to make the card seem better than it is. TF2 was sub vsync when looking over 2fort I am certain of that.

Don't think I've had a GPU hit the high 90s before. I've driven a processor to 110°c in the past (air bubble in the thermal paste).

These days everything I have idles at 40 and tops at 60 on a hot day. I consoder that an ideal range.
 
I think the part where I'm getting screwed up when it comes to 3D is understanding the mindset you need to be in.

With 2D, you have a loop, where you run #update on objects. These objects can access other objects by ID.

In Unity, you attach a class object to another object and what??? call it by tag??? idk how am i meant to use this stuff
also if i have an enemy class why do i attach the same script to all of the instances? it feels like its mixing up instances and definitions
i guess i just need to looks at more tutorials or something idk but i dont like it
 
My oldest sister saw a Fallout 4 commercial and asked me, "How does that work? I heard it's kinda like a virtual reality. But doesn't something have to pop up? How do you know what to do?"
In retrospect she might have been asking about controllers. I don't think I've ever seen her play anything since except mario and tetris on our old gameboy. She probably doesn't have a concept of in-game menus or that the actions you perform are contextual. She might have seen the pip-boy wristband thing and was confused with that.
At first I thought she might be talking about an open world. But I dodged the question saying I've never played it.
 
ZenVirZan":1eyc95zp said:
I think the part where I'm getting screwed up when it comes to 3D is understanding the mindset you need to be in.

With 2D, you have a loop, where you run #update on objects. These objects can access other objects by ID.

In Unity, you attach a class object to another object and what??? call it by tag??? idk how am i meant to use this stuff
also if i have an enemy class why do i attach the same script to all of the instances? it feels like its mixing up instances and definitions
i guess i just need to looks at more tutorials or something idk but i dont like it
This isn't a 3D problem, this is a Unity-specific problem.

With Unity, C# scripters naturally end up writing incredibly flat inheritance trees, which highlight's Unity's problem; the engine will interact with the lowest instance type of the object which itself has a component-based paradigm. You can use inheritance, but it's easier to inherit the base object for whatever behaviour you want and then use in-editor components. The script itself is even a component...

To do something like enemies, you need to make a prefab with the attached script and have another script running somewhere else that does spawning.
 
@Xilef: What's wrong with flat inheritance trees? Composition over inheritance is good practice. I rarely use inheritance anyway except for abstract classes for groups of closely related things, and Unity presents no problems with this.

IMO the most significant problem with Unity's architecture is that it's difficult to avoid lots of cross-component communication, but that has a lot to do with many things being innately coupled in games in general. I haven't seen many architectures I thought were better.

ZenVirZan":1mgmqyla said:
With 2D, you have a loop, where you run #update on objects. These objects can access other objects by ID. In Unity, you attach a class object to another object and what??? call it by tag??? idk how am i meant to use this stuff
You do this in Unity too. Every component has an update method, and you access other components by type. Entity-component architecture is supposed to let you define an entity by combining components in lots of ways to define behavior. For example, a fireball projectile might have a glowing component, a VFX on hit component, a play sound effect on hit component, a homing component, a projectile component, etc. Then you can easily make similar related things by attaching components in a slightly different way, like a gun bullet might have the same components but not have homing behavior and instead have some kind of hit on contact behavior. Think of components as like a list of behaviors or properties that describe the object they're attached to. It takes a little bit of practice to wrap your head around it, but it's pretty good once you understand it.

also if i have an enemy class why do i attach the same script to all of the instances? it feels like its mixing up instances and definitions
i guess i just need to looks at more tutorials or something idk but i dont like it
Like Xilef said, you make a prefab with your enemy script(s) attached and spawn instances of the prefab. A prefab is an entity with preconfigured components attached, so you can think of it as the "definition" for one entity. Again, components are like a list of properties you attach to entities and are designed to be reusable.
 
I have a problem with flat inheritance trees as it identifies a design flaw at a script-binding level (it is the symptom of a problem, not the problem itself).

EDIT: I should probably revisit Unity again, haven't touched it in a few months and last time I commented on it most of the problems I had with the engine were fixed in the most recent release.

I remember the cross communication with other game objects being very annoying. I remember we had a good way of managing it with my last Unity project but I can't remember what we did.
 

Jason

Awesome Bro

Juan J. Sánchez":30iwjegz said:
Sated":30iwjegz said:
You shouldn't drink and drive, so I don't see why having a car makes it easier to get drunk in other places.
Aja! So what I do is I get mildly drunk, sober up, and then drive home and finish drinking there.

You have passed the test.
 

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