Thread: Crashing

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  1. #1
    iShockYouuu's Avatar
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    Crashing

    Hey, i've just got Black Ops, and i installed the game + updated it with steam etc, but after each game online i play the game freeze's up and im forced to C+A+D to exit..

    Could someone please help with this, I didnt waste $80 on it for nothing.

    Cheers

  2. #2
    lolbie's Avatar
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    try to play and close shadow warming
    I love it when people keep their agreements /sarcasm ftw

  3. #3
    iShockYouuu's Avatar
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    Quote Originally Posted by lolbie View Post
    try to play and close shadow warming
    How?

    [The message you have entered is too short. Please lengthen your message to at least 10 characters.]

  4. #4
    lolbie's Avatar
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    go to options and close shadow warming =.=
    I love it when people keep their agreements /sarcasm ftw

  5. #5
    Heartview's Avatar
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    What are the specs for your computer?

    And one of the first tweaks you should do is go into the config_mp and change r_multigpu to "0" (unless you have more than one graphics card) and r_multithreadeddevice to "1" (unless you have a single core CPU)
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  6. #6
    master131's Avatar
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    r_multithreadeddevice is not to do with CPUs! I've been right from the the freaking start all along (since Black Ops Config Util Beta 1). Even if you read the description in Black Ops says 'Creates a multithreaded D3D device'.

    Everyone who says thats its related to your CPU, it's not which is one of the reasons I was forced to changed the description in my config util with incorrect information.



    However, D3D multithreading does utilize CPU power BUT it's designed not to cause the GPU or CPU to wait for each other possibly because one is slower than the other which is why it doesn't really matter how many cores you have and also the reason for it being on by default.

    Multithreading is designed to improve performance by performing work using one or more threads at the same time. In the past, this has often been done by generating a single main thread for rendering and one or more threads for doing preparation work such as object creation, loading, processing, and so on. However, with the built in synchronization in Direct3D 11, the goal behind multithreading is to utilize every CPU and GPU cycle without making a processor wait for another processor (particularly not making the GPU wait because it directly impacts frame rate). By doing so, you can generate the most amount of work while maintaining the best frame rate. The concept of a single frame for rendering is no longer as necessary since the API implements synchronization.
    /nuff said

    -----

    /moved to help section
    Last edited by master131; 01-12-2011 at 06:58 PM.
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