Either way, it's good news. Very pleased by the performance emphasis in the
latest updates.
On Dec 3, 2011 1:10 a.m., "Henry Goffin" <[email protected]> wrote:

> I wish that there were a straight answer to that question, but everyone
> seems to suffer from a different problem that causes framerate dips, and
> it's difficult to know whose problems a fix will affect.****
>
> ** **
>
> This change lengthened the amount of time that a dynamic model is cached
> in client memory, so that we don't have to go back to the hard drive for
> the files, and also fixed some bugs where the engine would lock up and stop
> rendering until hard drive access was finished. It probably won't affect
> persistant low FPS, but it may help situations where you turned a corner
> and suddenly experienced a slideshow or a frozen screen for a second or two.
> ****
>
> ** **
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Kyle Sanderson
> *Sent:* Friday, December 02, 2011 4:59 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Team Fortress 2 client update released****
>
> ** **
>
> Is that the long standing frame rate issue where it drops to 30~ then back
> to 200+ a bit later? (I'm assuming these numbers are specific to my
> machine, overall result seems to be constant).****
>
> ** **
>
> Thanks,****
>
> Kyle.****
>
> On Fri, Dec 2, 2011 at 4:46 PM, Eric Smith <[email protected]>
> wrote:****
>
> We've released a client update for Team Fortress 2. The notes for the
> update are below.
>
> Thanks.
>
> -Eric
>
> ---------------------------------
>
> Team Fortress 2
> - Fixed "Checkout Unavailable" error preventing certain accounts from
> purchasing items
> - Improved the framerate stuttering issues some clients were experiencing
>
>
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>
> ** **
>
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