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Oh, and you should consider adding mat_viewportscale to horid_textures. It scales down the viewport. mat_viewportscale 0.4 renders only 40% of pixels, and will stretch them to accomidate for the unrendered pixels. May make things blurry, however.
mat_viewportscale 1 is default.
I guess I would have to make it change settings based on if the average fps is going up or down otherwise when you spawn a big dupe your game will freeze from the dupe and from all the settings turning off xD Might result in a crash :D
mat_viewportscale 0.4 will be added in the next update!
RunConsoleCommand: Command is blocked! (mat_viewportscale)
timer.Create( "automaticresolutionchangerthingy", 1, 0, function()
local screenrescalethingy = GetConVarString("mat_viewportscale")
local addscreenresolutionthingy = screenrescalethingy + "0.1"
local takescreenresolutionthingy = screenrescalethingy - "0.1"
local fpsss1 = math.Round(1/RealFrameTime())
timer.Simple( 0.5, function()
local fpsss2 = math.Round(1/RealFrameTime())
if fpsss1 < fpsss2 and screenrescalethingy != "1" then
RunConsoleCommand( "mat_viewportscale", (addscreenresolutionthingy) )
elseif fpsss2 < fpsss1 and screenrescalethingy != "0.2" then
RunConsoleCommand( "mat_viewportscale", (takescreenresolutionthingy) )
end
end )
end )
And now "attempt to call global 'RealFrameTime' (a nil value)" xD
Just found that, might give it a go soon.
lol xd Do something to lower load on the processor (Like more easy AI)
what do your script do? Lowers graphics? I can do it myself and still get 10 fps with 10 civilians walking around