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Comanglia's Config / FPS Guide
posted in Customization
61
#61
1 Frags +
Victorchange rope_rendersolid to "1"

Thank you! Somehow not having the thing visable was a big pain.

[quote=Victor]
change rope_rendersolid to "1"[/quote]

Thank you! Somehow not having the thing visable was a big pain.
62
#62
1 Frags +

I would recommend removing the "Particle Effects Remover" from the OP as it is somewhat outdated and spams errors in the console when in use (as of the gun mettle update).

I would recommend removing the "Particle Effects Remover" from the OP as it is somewhat outdated and spams errors in the console when in use (as of the gun mettle update).
63
#63
11 Frags +

https://imgrush.com/H6XN8GXIMV4S.jpg
https://imgrush.com/i9u2g5GEqion
https://imgrush.com/Rk70DloQfugn
https://imgrush.com/sl-8pCGg8BRR
Not running a toaster? Enable r_renderoverlayfragment in your general config today! Now you, too, can understand what numbered doors your team is talking about, follow the directions left by the mapper, and find healthpacks and ammo that are already taken! Never again will you be the fifth person to say "no health" on a map with three lunchboxes per atrium!

https://imgrush.com/H6XN8GXIMV4S.jpg
https://imgrush.com/i9u2g5GEqion
https://imgrush.com/Rk70DloQfugn
https://imgrush.com/sl-8pCGg8BRR
Not running a toaster? Enable r_renderoverlayfragment in your general config today! Now you, too, can understand what numbered doors your team is talking about, follow the directions left by the mapper, and find healthpacks and ammo that are already taken! Never again will you be the fifth person to say "no health" on a map with three lunchboxes per atrium!
64
#64
3 Frags +
wareyahttps://imgrush.com/H6XN8GXIMV4S
https://imgrush.com/i9u2g5GEqion
https://imgrush.com/Rk70DloQfugn
https://imgrush.com/sl-8pCGg8BRR
Not running a toaster? Enable r_renderoverlayfragment in your general config today! Now you, too, can understand what numbered doors your team is talking about, follow the directions left by the mapper, and find healthpacks and ammo that are already taken! Never again will you be the fifth person to say "no health" on a map with three lunchboxes per atrium!

http://i.imgur.com/nFzBha6.jpg
http://i.imgur.com/pS9LDWq.jpg

a lot of tr_walkway's designs in the settings room/actual hallway suddenly make a lot more sense

[quote=wareya]https://imgrush.com/H6XN8GXIMV4S
https://imgrush.com/i9u2g5GEqion
https://imgrush.com/Rk70DloQfugn
https://imgrush.com/sl-8pCGg8BRR
Not running a toaster? Enable r_renderoverlayfragment in your general config today! Now you, too, can understand what numbered doors your team is talking about, follow the directions left by the mapper, and find healthpacks and ammo that are already taken! Never again will you be the fifth person to say "no health" on a map with three lunchboxes per atrium![/quote]
http://i.imgur.com/nFzBha6.jpg
http://i.imgur.com/pS9LDWq.jpg

a lot of tr_walkway's designs in the settings room/actual hallway suddenly make a lot more sense
65
#65
3 Frags +
pazer
mat_antialias 0
mat_forceaniso 0

Don't set these to 0. The minimum value of these cvars is 1, and setting them to 0 will just cause a material system reload = breaking mumble overlay/increasing game startup time. Think about it: mat_antialias controls the number of samples taken per pixel on your screen. If you took 0 samples per pixel, your screen would be entirely black :P
Reading directly from the game's code, the same hardcoded minimum exists for mat_forceaniso:
pConfig->m_nForceAnisotropicLevel = max( mat_forceaniso.GetInt(), 1 );

If setting mat_antialias to 0 is harmful, why does my game tell me it's the default?

[quote=pazer]

[code]mat_antialias 0
mat_forceaniso 0[/code]

Don't set these to 0. The minimum value of these cvars is 1, and setting them to 0 will just cause a material system reload = breaking mumble overlay/increasing game startup time. Think about it: mat_antialias controls the number of samples taken per pixel on your screen. If you took 0 samples per pixel, your screen would be entirely black :P
Reading directly from the game's code, the same hardcoded minimum exists for mat_forceaniso:
[code]pConfig->m_nForceAnisotropicLevel = max( mat_forceaniso.GetInt(), 1 );[/code]

[/quote]

If setting mat_antialias to 0 is harmful, why does my game tell me it's the default?
66
#66
2 Frags +

any way to being able to upscale lower resolutions to fit the screen and avoid black bars WITHOUT having to enable "Full-screen" and "perform scaling on: gpu" on the nvidia control panel settings, which have been reported as giving massive input lag?

http://images.akamai.steamusercontent.com/ugc/3336349969024300402/9C0B49A932DFEC668F1DCDE08EC54EEE61A54CF3/

i'm asking this because the horrible results that i desire of your "Max fps for toasters" is, if i'm not wrong, the result of the lowest resolution possible being upscaled to a much bigger one. if i try to do this with the display options that give the minimal input lag possible, the result is black bars instead of upscaling.

any way to being able to upscale lower resolutions to fit the screen and avoid black bars WITHOUT having to enable "[i]Full-screen[/i]" and "[i]perform scaling on: gpu[/i]" on the nvidia control panel settings, which have been reported as giving massive input lag?

[img]http://images.akamai.steamusercontent.com/ugc/3336349969024300402/9C0B49A932DFEC668F1DCDE08EC54EEE61A54CF3/[/img]

i'm asking this because the horrible results that i desire of your "Max fps for toasters" is, if i'm not wrong, the result of the lowest resolution possible being upscaled to a much bigger one. if i try to do this with the display options that give the minimal input lag possible, the result is black bars instead of upscaling.
67
#67
1 Frags +

Something has to resample the image to display it at a different resolution, monitor or GPU. If the GPU adds too much lag, then the monitor has to do it. Check your monitor's settings somehow. This can be better or worse depending on how your monitor implements resampling in its display pipeline.

Source engine locks the aspect ratio setting behind sv_cheats in FPS titles for some reason.

You should check the input lag for yourself.

Something has to resample the image to display it at a different resolution, monitor or GPU. If the GPU adds too much lag, then the monitor has to do it. Check your monitor's settings somehow. This can be better or worse depending on how your monitor implements resampling in its display pipeline.

Source engine locks the aspect ratio setting behind sv_cheats in FPS titles for some reason.

You should check the input lag for yourself.
68
#68
1 Frags +
hektikpazer
mat_antialias 0
mat_forceaniso 0

Don't set these to 0. The minimum value of these cvars is 1, and setting them to 0 will just cause a material system reload = breaking mumble overlay/increasing game startup time. Think about it: mat_antialias controls the number of samples taken per pixel on your screen. If you took 0 samples per pixel, your screen would be entirely black :P
Reading directly from the game's code, the same hardcoded minimum exists for mat_forceaniso:
pConfig->m_nForceAnisotropicLevel = max( mat_forceaniso.GetInt(), 1 );

If setting mat_antialias to 0 is harmful, why does my game tell me it's the default?

Because the values of these cvars are loaded as part of the material system config that is stored in the registry. They arent loaded and stored like normal cvars.

[quote=hektik][quote=pazer]

[code]mat_antialias 0
mat_forceaniso 0[/code]

Don't set these to 0. The minimum value of these cvars is 1, and setting them to 0 will just cause a material system reload = breaking mumble overlay/increasing game startup time. Think about it: mat_antialias controls the number of samples taken per pixel on your screen. If you took 0 samples per pixel, your screen would be entirely black :P
Reading directly from the game's code, the same hardcoded minimum exists for mat_forceaniso:
[code]pConfig->m_nForceAnisotropicLevel = max( mat_forceaniso.GetInt(), 1 );[/code]

[/quote]

If setting mat_antialias to 0 is harmful, why does my game tell me it's the default?[/quote]

Because the values of these cvars are loaded as part of the material system config that is stored in the registry. They arent loaded and stored like normal cvars.
69
#69
1 Frags +

hey so i installed the toaster config you have and everything seems to be working fine except for the kill cams. it looks like this: http://imgur.com/dl1aKxU. im running your config at 1024x768 and at dxlevel 91. tell me if you need any other info

hey so i installed the toaster config you have and everything seems to be working fine except for the kill cams. it looks like this: http://imgur.com/dl1aKxU. im running your config at 1024x768 and at dxlevel 91. tell me if you need any other info
70
#70
-2 Frags +

.

.
71
#71
0 Frags +
nobelharvardsVoldymorthey so i installed the toaster config you have and everything seems to be working fine except for the kill cams. it looks like this: http://imgur.com/dl1aKxU. im running your config at 1024x768 and at dxlevel 91. tell me if you need any other info
Dxlevel 91 does not exist.

I think it works, but it's just not as common. The most common modes are 80, 81, 90, 95, and 98. But a lot of other ones work (i THINK).

[quote=nobelharvards][quote=Voldymort]hey so i installed the toaster config you have and everything seems to be working fine except for the kill cams. it looks like this: http://imgur.com/dl1aKxU. im running your config at 1024x768 and at dxlevel 91. tell me if you need any other info[/quote]

Dxlevel 91 does not exist.[/quote]
I think it works, but it's just not as common. The most common modes are 80, 81, 90, 95, and 98. But a lot of other ones work (i THINK).
72
#72
-2 Frags +

.

.
73
#73
-1 Frags +

https://en.wikipedia.org/wiki/DirectX Technically nobel is right there's only Direct X 9.0, 9.0a, 9.0b, and 9.0c. But your suppose to be running dxlevel 81 for the toaster config anyways.

https://en.wikipedia.org/wiki/DirectX Technically nobel is right there's only Direct X 9.0, 9.0a, 9.0b, and 9.0c. But your suppose to be running dxlevel 81 for the toaster config anyways.
74
#74
-4 Frags +

Are any of these a spiritual successor to Chris's dx9 frames?

Are any of these a spiritual successor to Chris's dx9 frames?
75
#75
-2 Frags +

.

.
76
#76
0 Frags +

I installed the toaster config but I want to change the in game resolution back to 1920x1080. any help?

I installed the toaster config but I want to change the in game resolution back to 1920x1080. any help?
77
#77
-5 Frags +

What is the command to turn on the wall decals? Like direction arrows and such.

What is the command to turn on the wall decals? Like direction arrows and such.
78
#78
9 Frags +
AlfieWhat is the command to turn on the wall decals? Like direction arrows and such.

r_renderoverlayfragment 1. its literally a few posts above you

[quote=Alfie]What is the command to turn on the wall decals? Like direction arrows and such.[/quote]
r_renderoverlayfragment 1. its literally a few posts above you
79
#79
0 Frags +

deleted

deleted
80
#80
0 Frags +
oaoaI installed the toaster config but I want to change the in game resolution back to 1920x1080. any help?

my lunch options are set to -w 1920 -h 1080 but the in game resolution is still low.

[quote=oaoa]I installed the toaster config but I want to change the in game resolution back to 1920x1080. any help?[/quote]
my lunch options are set to -w 1920 -h 1080 but the in game resolution is still low.
81
#81
1 Frags +

.

.
82
#82
0 Frags +
nobelharvardsTry putting "-w 1920 -h 1080" in your launch options instead of "w- 1920 h- 1080" in your lunch options.

If you did not get it, the dash needs to be before the launch option, not after it.

sorry its the way you wrote it ill edit my post

[quote=nobelharvards]Try putting "-w 1920 -h 1080" in your launch options instead of "w- 1920 h- 1080" in your lunch options.

If you did not get it, the dash needs to be before the launch option, not after it.[/quote]
sorry its the way you wrote it ill edit my post
83
#83
0 Frags +

.

.
84
#84
0 Frags +

thanks for the help

thanks for the help
85
#85
7 Frags +

mat_picmip -1 now gives me 30 more frames than mat_picmip 2

I also found this little guy: mat_alphacoverage which set to "0" instead of the default of "1" gives me a couple frames :)

[i]mat_picmip -1[/i] now gives me[b] 30 more[/b] frames than [i]mat_picmip 2[/i]

I also found this little guy: [i]mat_alphacoverage[/i] which set to "0" instead of the default of "1" gives me a couple frames :)
86
#86
2 Frags +
stabbymat_picmip -1 now gives me 30 more frames than mat_picmip 2

I also found this little guy: mat_alphacoverage which set to "0" instead of the default of "1" gives me a couple frames :)

Can anyone confirm?

[quote=stabby][i]mat_picmip -1[/i] now gives me[b] 30 more[/b] frames than [i]mat_picmip 2[/i]

I also found this little guy: [i]mat_alphacoverage[/i] which set to "0" instead of the default of "1" gives me a couple frames :)[/quote] Can anyone confirm?
87
#87
0 Frags +
tnmstabbymat_picmip -1 now gives me 30 more frames than mat_picmip 2

I also found this little guy: mat_alphacoverage which set to "0" instead of the default of "1" gives me a couple frames :)
Can anyone confirm?

https://www.reddit.com/r/tf2/comments/3dmhlm/fps_fix_mat_picmip_1/

[quote=tnm][quote=stabby][i]mat_picmip -1[/i] now gives me[b] 30 more[/b] frames than [i]mat_picmip 2[/i]

I also found this little guy: [i]mat_alphacoverage[/i] which set to "0" instead of the default of "1" gives me a couple frames :)[/quote] Can anyone confirm?[/quote]
https://www.reddit.com/r/tf2/comments/3dmhlm/fps_fix_mat_picmip_1/
88
#88
0 Frags +

I also found this interesting cvar:

net_splitpacket_maxrate def. "80000" min. 1000.000000 max. 1048576.000000
"Max bytes per second when queueing splitpacket chunks"

I tried setting it to max with no noticeable effects...gonna stick with it for a bit out of curiosity. Would appreciate if anyone could identify what exactly it does.

I also found this interesting cvar:

net_splitpacket_maxrate def. "80000" min. 1000.000000 max. 1048576.000000
"Max bytes per second when queueing splitpacket chunks"

I tried setting it to max with no noticeable effects...gonna stick with it for a bit out of curiosity. Would appreciate if anyone could identify what exactly it does.
89
#89
2 Frags +
stabbyI also found this interesting cvar:

net_splitpacket_maxrate def. "80000" min. 1000.000000 max. 1048576.000000
"Max bytes per second when queueing splitpacket chunks"

I tried setting it to max with no noticeable effects...gonna stick with it for a bit out of curiosity. Would appreciate if anyone could identify what exactly it does.

From what I understand, this cvar controls packet splitting server-side to send more packets to the clients, to alleviate choke. I don't think it has any effect if set on the client.

[quote=stabby]I also found this interesting cvar:

net_splitpacket_maxrate def. "80000" min. 1000.000000 max. 1048576.000000
"Max bytes per second when queueing splitpacket chunks"

I tried setting it to max with no noticeable effects...gonna stick with it for a bit out of curiosity. Would appreciate if anyone could identify what exactly it does.[/quote]

From what I understand, this cvar controls packet splitting server-side to send more packets to the clients, to alleviate choke. I don't think it has any effect if set on the client.
90
#90
0 Frags +
HurpDurpstabbyI also found this interesting cvar:

net_splitpacket_maxrate def. "80000" min. 1000.000000 max. 1048576.000000
"Max bytes per second when queueing splitpacket chunks"

I tried setting it to max with no noticeable effects...gonna stick with it for a bit out of curiosity. Would appreciate if anyone could identify what exactly it does.

From what I understand, this cvar controls packet splitting server-side to send more packets to the clients, to alleviate choke. I don't think it has any effect if set on the client.

thanks. Odd it's not locked, in that case.

[quote=HurpDurp][quote=stabby]I also found this interesting cvar:

net_splitpacket_maxrate def. "80000" min. 1000.000000 max. 1048576.000000
"Max bytes per second when queueing splitpacket chunks"

I tried setting it to max with no noticeable effects...gonna stick with it for a bit out of curiosity. Would appreciate if anyone could identify what exactly it does.[/quote]

From what I understand, this cvar controls packet splitting server-side to send more packets to the clients, to alleviate choke. I don't think it has any effect if set on the client.[/quote] thanks. Odd it's not locked, in that case.
1 2 3 4 5 6 ⋅⋅ 25
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