My issues were always with OBS & while streaming. I have not tested without so take that with a pinch of salt. I run a 5600x & a 3080 and have 0 problems with anything else (COH2 is the only game that is unplayable for me). I have tried different drivers (older/newer), different global/application settings including V-Sync, AA, High/low, you name it. I've tried Game mode, GPU Hardware accelerated scheduling, Admin/Non-admin priviledges, different encoders (both x264 & NVENC at different presets). Nothing has worked so far so I am inclined to believe its an issue somewhere on the software side between COH2 & OBS. Hilariously enough, my 980 Ti could run the game just fine with my 5820k on the NVENC encoder with none of these issues.
My very recent and last attempt at fixing my "stuttering" (note that it's stuttering and not straight up FPS drops) allowed me to play for about 2 hours before essentially becoming unplayable again to the point of no return (I need a full stream restart to reset this after) as if it feels like something is holding all your performance back. Think of a more extreme version of the memory leak with stuttering, sluggishness & general crap performance.
It MIGHT just be my GPU but I don't think it is since this is literally the only game that gives me any sort of issue. I am sure the game will run completely fine without OBS but if you're thinking of streaming and getting into the 3x series, perhaps wait it out a bit to see if there are any drivers that might fix the issue whilst stock recovers (optimistic).
I hope that helps you out (lol). I am open to any other suggestions if any of you folks have any additional ideas but I've pretty much exhausted all of my software configurations on my side short of finding a new 3080 to test with (completely impractical).
How old of a driver did you try? The geforce driver that came with Cyberpunk in November broke a few games for some people and caused massive stuttering when running a 3xxx series gpu with a 5xxx ryzen cpu. I had forgotten but I downgraded back to driver 457.30 because of a different game which fixed all the stuttering issues I had.
My very recent and last attempt at fixing my "stuttering" (note that it's stuttering and not straight up FPS drops) allowed me to play for about 2 hours before essentially becoming unplayable again to the point of no return
This part sounds exactly like what I was experiencing. High fps but massive stuttering after playing for awhile. Restarting the game doesn't fix it. |
You stated that the fact that SOV has "massed mediums" versus OST "Heavy tanky tanks" is the reason their snares are the way they are. USF and UKF do not fit this dichotomy.
Bro... Soviet mediums are why Ostheer has good snares against mediums. Ostheer heavy tanks are why Soviets have a snare good against heavy tanks. USF and UKF still follow this pattern because they fight Axis heavy tanks.
They don't impact their own snares because they don't snare their own vehicles. At this point you must be refusing to understand. |
There are three other factions now, and this alleged design philosophy isnt even applying to them consistently.
OKW have a greater number of "heavy", tanky vehicles than Ostheer, and even their medium tank rolls out with more armour than the OST equivalent (Until vet2), and yet Volksgrenadier Fausts have high penetration, equivalent deflection damage to allied snares, and even a lower cooldown than allied snares. Their faust doesn't fit your suggested "design philosophy" at all. (They also have the Panzerfusilier, which has what is literally an "allied design" AT grenade, low penetration and high deflection)
USF and especially UKF don't have "hordes" of medium tanks rolling around like Soviet do, with UKF even having two stock heavy tanks... But their snares have low penetration and high deflection.
Ostheer and Soviet's "benefits" over one another don't translate properly against the other three factions.
How does the Faust/AT grenade difference in targeting around sight/shot blockers fit into this design philosophy, anyway?
You seem to have it backwards.
OKW have a greater number of "heavy", tanky vehicles than Ostheer, and even their medium tank rolls out with more armour than the OST equivalent (Until vet2),
So essentially that makes the soviet snares even better against OKW than against Ostheer... why is that a problem?
USF and especially UKF don't have "hordes" of medium tanks rolling around like Soviet do, with UKF even having two stock heavy tanks... But their snares have low penetration and high deflection.
What does their own tanks have to do with their snares? Snares are for hitting enemy tanks....
If you want to nerf OKW snares say you want to nerf OKW snares instead of trying to mess with every other faction in the game. |
Can you articulate why Grenadiers being "better" against medium tanks than other squads, and "worse" against Heavy Tanks is an important part of design?
From the basic faction design of Ostheer vs Soviets when the game released. Heavy tanky Ostheer tanks vs numerous Soviet medium tank hordes. It's better for both factions this way.
If you standardize them both to faust penetration and AT-nade deflection values, it's essentially a huge nerf to Soviets. Soviets would be doing a potential 25% more damage to axis mediums (where the damage doesn't even matter enough to change snare rates except against the brumbar and vet2 jagpanzer where their high armor is likely to bounce them anyways and not make a difference) while the Ostheer snare would be doing a guaranteed 100% more damage to allied heavy tanks. |
Then why not just give allied snares 80 damage, and Fausts 100, rather than bothering with the penetration/deflection system here, if this is the desired interaction?
(Also, the Jagdpanzer has 800HP at vet2)
Right now the AT-grenades are better against high armor targets, and the fausts are better against medium targets, barely, where it takes the same number of snares to snare the tank anyways regardless of 40 extra damage. It has literally never been an issue in 8 years but is being brought up with this snare bug where they don't kill 0 health units. I don't see a significant enough reason to standardize these snares.
Of course, this assumes the 0 health tanks is fixed and the deflection damage not killing tanks is also fixed.
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Yes. RTX 3080, play at 1440p.
I notice some rare flickering issues recently but they are related to the 64bit client afaik. The framerate is incredibly stable and always above 100 fps. It's actually weird because the scroll rate on the map is tied to your fps, so it suddenly feels like I'm zooming around the map since I upgraded. |
At this point they basically do a guaranteed 100 damage.
And soviets do a guaranteed 80 damage. They take the same number of hits to snare a vehicle either way, unless it's a heavy tank where the gren faust is only going to be doing 40 damage. The only axis vehicle that has 800 health so it requires 2 100 damage snares is the Brumbar, which has high frontal armor so it would probably bounce atleast one faust-tier snare anyway. |
I finally got around to watching, good videos keep it up
I enjoyed the blitz videos more where you went deeper into specific mechanics. |
Different penetration and deflection values are a leftover from classic Soviets v Ostheer balance. High penetration low deflection damage Ostheer is good versus mediums where they will always penetrate, where low penetration high deflection Soviets are good against heavy tanks, where they always do double the deflection damage. Despite adding 3 new factions to the game I don't think it's really needed to change this balance. I don't really care one way or the other though, there is a good argument to standardize this.
Failing to kill vehicles at 0 hp is just silly though. Snareing medium and heavy tanks to death is already hard/rare enough. There is no reason to make it convoluted based on equaling out to exactly 0 health or deflection. |
WTF is up with the AA halftrack rotation changes? It already had handbrake that worked pretty well, this change makes the vehicle more difficult to use, not easier. Please reconsider this.
The AA mode is good though. |