CSGO Sticky thread

I get no real result form the added command. Got 3FPS more in 1 run, but otherwise no discernible change.
It isn't suppose to give more FPS. It is meant to better utilise your system resources. Less memory usage, improved thread utilisation, etc. All which result in smoother tasking.

Have you tried mat_queue_mode?

To quote Valve:

mat_queue_mode : -2 : , "a" : The queue/thread mode the material system should use: -2=legacy default, -1=default, 0=synchronous single thread, 1=queued sing

This is the only command proven to increase FPS, -2 is multi-threaded mode. It is suppose to be -1 (and automatically detect multiple threads), but on some systems the game utilise a single thread.

I have this mode enabled in my command line and autoexec as it doesn't seem to execute in my autoexec.

Some people report less FPS when it is enabled.

BTW, my molotov is glitched with 9Ex enabled.
 
https://www.dexerto.com/csgo/csgo-ninjas-in-pyjamas-announce-draken-return-dennis-440538

CS:GO: Ninjas in Pyjamas announce return of former star

Ninjas in Pyjamas have announced a change to their Counter-Strike: Global Offensive roster - with the temporary return of former star William 'draken' Sundin as Dennis 'dennis' Edman takes a step away from the game.

NiP currently have a packed schedule ahead of them with three premier events just around the corner. Following a sixth-place finish at the IEM Katowice Major, the Ninjas accepted an invite to the WESG Global Finals before changing course and withdrawing from the lucrative competition.

The team announced on March 11 that dennis would be stepping away from competitive play due to energy fatigue and will undergo a medical examination - meaning they will need a temporary stand-in for dennis.

I thought Draken teamed up with Scream at Uruguay. This is temporary, but it seems to me that Uruguay is struggling to be picked up. Draken is a good player though. NiP with 3 AWPers??? Well, two are utility players, but still.
 
I see there is a rather big update out with some really big changes... Might actually look at using the silenced m4 now
 
I see there is a rather big update out with some really big changes... Might actually look at using the silenced m4 now

[GAMEPLAY]
Adjusted round loss bonuses with the goal of reducing a negative feedback loop following streaks of losses.​
– Round loss bonuses are now based on the count of a team’s round losses. The count increases by one after every loss, and decreases by one after every win (minimum 0).​
— With 0 Losses: $1400​
— With 1 Loss: $1900​
— With 2 Losses: $2400​
— With 3 Losses: $2900​
— With 4+ Losses: $3400​
– Previously, a win would reset the round loss bonus. Now, a win reduces the loss counter by one.​
– Teams still begin the half with a loss count of 1.​
– This is enabled by default and can be controlled using the mp_consecutive_loss_aversion server setting.​
– The round loss bonus is still limited to mp_consecutive_loss_max multiplied by cash_team_winner_bonus_consecutive_rounds.​
– Added flashbang assists for players who successfully flash an enemy which then gets killed by another player. Players who threw the flashbang will get an assist callout in the death notice. However if another player inflicted >40 damage to the victim for the assist, the flashbang assist player will not get the callout.​
– AUG​
— Now that players have had an opportunity to learn to love the AUG, returning the weapon to its original price of $3300.​
– M4A1-S​
— The M4A1-S now holds 25 bullets in the magazine, and has 75 in reserve.​
– Shotguns​
— Price reduction for some shotguns: Nova ($1050), Sawed-Off ($1100), Mag7 ($1300).​
— Nova penetration increased to 1.​
— Sawed-Off range increased to 1400.​
— Single shell shotguns in the middle of their reload sequence will no longer automatically continue to reload after a player holsters and deploys them.​
– Fixed a bug that prevented C4 or enemies seen through open doors from showing up on the radar.​
– Fixed a rare bug where a C4 bomb reset trigger could reset the bomb to a position that was not on the ground.​
[PRISMA CASE]
– Introducing the Prisma Case, featuring 17 community-designed weapon finishes, and the Horizon Knives in Chroma finishes as rare special items.​
[MISC]
– New Loadout Shuffle feature is available in the inventory. Choose to shuffle any number of your weapons or music kits and a random one will be equipped each map.​
– Several fixes for the ‘Clean Names’ communication setting.​
– Renamed workshop workbench setting to ‘Side View’.​
– Removed visual artifacts on a few image assets.​
[MAPS]
Canals:​
– reduced number of routes around bombsite B​
– moved bombsite B inside the palace​
– added a door from center stairs to courtyard platform​
– made it possible to jump up to B bridge from scaffold​
– new radar map style​
Vertigo:​
– Thank you to all the diligent players that continued testing Bombsite B​
– Blocked runboost from T spawn to Bombsite B (will still be possible in B site configuration)​
– Obstructed boost from top of floodlight in back of A​
– Changed layout of back of A site, made entrance onto site a regular doorway, added half-wall in front of scaffolding​
– Added usable door in mid towards bombsite B​
– Simplified collision model of support jack​
– Fixed unintended boost on scaffolding on A ramp​
– Made boostable concrete mold by A site slightly larger​
– Improved clipping inside elevator shaft​
Community maps:​
– Updated radar for Abbey and Biome​

More economy changes...I'm going to play with a spreadsheet open on the other monitor.
 
[GAMEPLAY]
Adjusted round loss bonuses with the goal of reducing a negative feedback loop following streaks of losses.​
– Round loss bonuses are now based on the count of a team’s round losses. The count increases by one after every loss, and decreases by one after every win (minimum 0).​
— With 0 Losses: $1400​
— With 1 Loss: $1900​
— With 2 Losses: $2400​
— With 3 Losses: $2900​
— With 4+ Losses: $3400​
– Previously, a win would reset the round loss bonus. Now, a win reduces the loss counter by one.​
– Teams still begin the half with a loss count of 1.​
– This is enabled by default and can be controlled using the mp_consecutive_loss_aversion server setting.​
– The round loss bonus is still limited to mp_consecutive_loss_max multiplied by cash_team_winner_bonus_consecutive_rounds.​
– Added flashbang assists for players who successfully flash an enemy which then gets killed by another player. Players who threw the flashbang will get an assist callout in the death notice. However if another player inflicted >40 damage to the victim for the assist, the flashbang assist player will not get the callout.​
– AUG​
— Now that players have had an opportunity to learn to love the AUG, returning the weapon to its original price of $3300.​
– M4A1-S​
— The M4A1-S now holds 25 bullets in the magazine, and has 75 in reserve.​
– Shotguns​
— Price reduction for some shotguns: Nova ($1050), Sawed-Off ($1100), Mag7 ($1300).​
— Nova penetration increased to 1.​
— Sawed-Off range increased to 1400.​
— Single shell shotguns in the middle of their reload sequence will no longer automatically continue to reload after a player holsters and deploys them.​
– Fixed a bug that prevented C4 or enemies seen through open doors from showing up on the radar.​
– Fixed a rare bug where a C4 bomb reset trigger could reset the bomb to a position that was not on the ground.​
[PRISMA CASE]
– Introducing the Prisma Case, featuring 17 community-designed weapon finishes, and the Horizon Knives in Chroma finishes as rare special items.​
[MISC]
– New Loadout Shuffle feature is available in the inventory. Choose to shuffle any number of your weapons or music kits and a random one will be equipped each map.​
– Several fixes for the ‘Clean Names’ communication setting.​
– Renamed workshop workbench setting to ‘Side View’.​
– Removed visual artifacts on a few image assets.​
[MAPS]
Canals:​
– reduced number of routes around bombsite B​
– moved bombsite B inside the palace​
– added a door from center stairs to courtyard platform​
– made it possible to jump up to B bridge from scaffold​
– new radar map style​
Vertigo:​
– Thank you to all the diligent players that continued testing Bombsite B​
– Blocked runboost from T spawn to Bombsite B (will still be possible in B site configuration)​
– Obstructed boost from top of floodlight in back of A​
– Changed layout of back of A site, made entrance onto site a regular doorway, added half-wall in front of scaffolding​
– Added usable door in mid towards bombsite B​
– Simplified collision model of support jack​
– Fixed unintended boost on scaffolding on A ramp​
– Made boostable concrete mold by A site slightly larger​
– Improved clipping inside elevator shaft​
Community maps:​
– Updated radar for Abbey and Biome​

More economy changes...I'm going to play with a spreadsheet open on the other monitor.
Nerd
Loadshedding tonight... So won't be on
 
Nerd
Loadshedding tonight... So won't be on

1646513_120422215935_IMG_2540.JPG
 
I see Fnatic got spanked 0-16 by a underdog team at WESG. Fnatic will now play G2, $100k pot at 3rd place.

Windigo eliminated MIBR...

Final, AGO vs Windigo

I don't know AGO, but Windigo is Outlaws.
 
Love the blast series, quick n loads of cs packed in.

Astralis still dominant as ever, it's so hard to hate them because they are also really likeable people from interviews, humble, chilled. The undisputed kings continue their reign.

Liquid, good altho the faulter yet again in a final, feel a bit spineless.

Nip must stop now, I love nip but jeez, that team is not working.

Faze. They do not play as a team anymore since karrigan departure.

Ence continuing their major form, good to see.

Mibr, LOL
 
I need to train my aim again, I've been struggling to hit targets, almost like I'm lagging
 
Is that bottom logger a Gold Nova 1? Either he is smurfing or he is lying.
Naah I watch him often - he fools around a lot. Doesn't take rank seriously. He is nowhere near a gold nova 1. That is not how we play. We are much worse lol
 
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