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SE Config Framework // Felik's Config 3
posted in Customization
1
#1
0 Frags +

More information and a download link avaliable at: https://github.com/source-engine/optimizations

This is a config framework, with its main purpose being to replace defaults with more optimal values, providing large performance gains with minimal impacts to visual quality, and general improvements towards everything else.

It is very customizable and will under most circumstances appeal to your personal preferences.

TF2 Benchmarks:

Show Content
Whenever I get to it, also depends on how long it takes to upload a long YouTube video.
[h]More information and a download link avaliable at: https://github.com/source-engine/optimizations[/h]
[b]

[code][/code]
This is a config framework, with its main purpose being to replace defaults with more optimal values, providing large performance gains with minimal impacts to visual quality, and general improvements towards everything else.

It is very customizable and will under most circumstances appeal to your personal preferences.

[code][/code]
[/b]TF2 Benchmarks:
[spoiler]
Whenever I get to it, also depends on how long it takes to upload a long YouTube video.
[/spoiler]
2
#2
12 Frags +

so many files again, can someone give me a simple step by step solution so i can just have one file with the optimized gfx stuff?

so many files again, can someone give me a simple step by step solution so i can just have one file with the optimized gfx stuff?
3
#3
3 Frags +
smziso many files again, can someone give me a simple step by step solution so i can just have one file with the optimized gfx stuff?

1. Uncomment all the "exec file" you want in the autoexec
2. Delete all the execs u dont want to use
3. For each "exec file" go to the file its referencing and copy paste it into the autoexec, replacing the "exec file" line
4. Save the autoexec as gfx.cfg or whatever you want in your tf/cfg folder

[quote=smzi]so many files again, can someone give me a simple step by step solution so i can just have one file with the optimized gfx stuff?[/quote]

1. Uncomment all the "exec file" you want in the autoexec
2. Delete all the execs u dont want to use
3. For each "exec file" go to the file its referencing and copy paste it into the autoexec, replacing the "exec file" line
4. Save the autoexec as gfx.cfg or whatever you want in your tf/cfg folder
4
#4
9 Frags +

base.cfg

snd_spatialize_roundrobin 5

This delays sound spatialization by 32 frames. Why did you set it to 5?

[b]base.cfg[/b]
[code]snd_spatialize_roundrobin 5[/code]

This delays sound spatialization by 32 frames. Why did you set it to 5?
5
#5
2 Frags +
mastercomsbase.cfg
snd_spatialize_roundrobin 5

This delays sound spatialization by 32 frames. Why did you set it to 5?

Months ago I had minimal knowledge on audio in the Source Engine:
https://github.com/SylveonBottle/optimization/blob/070994049611003a51d09fac0ba3d7e5029a2783/TF2/base.cfg#L107
As you can see, it has been set at that value for a long while.

Despite me looking over a bunch of other convar changes I did, I didn't do so relating to audio.

So now I have.

This is what my research on the convar led me to:

Values other than 0 add a delay to the changing of soundscapes within maps, that delay is longer for the same given value if the FPS is lower.

(Soundscapes are the enviromental sounds baked into a map.)

How you can tell if the soundscapes are delayed for too long is if previous soundscapes get stuck, then jump to silence, then to the newest soundscape.

I've found that nothing is wrong with the changing of soundscapes when the value is set to 2, even while using fps_max 30.

If you want to test this for yourself, set snd_spatialize_roundrobin at 10 to delay, 0 to remove the delay.

Optional: Set soundscape_debug to 1 to see the soundscapes, once a line turns green, the soundscape has changed.

I'll be looking into the other audio changes I've done after the Pyro update release.

As for my next release, which nobody asked about but I feel the need to talk about it, will be alot cleaner and the autoexec might actually be easy to read.

Other things to note are some corrections not related to audio, new cfgs that I've finished already (lowram.cfg, weakgpu.cfg, some others), and performance improvements to cfgs I've never touched in a long while.

[quote=mastercoms][b]base.cfg[/b]
[code]snd_spatialize_roundrobin 5[/code]

This delays sound spatialization by 32 frames. Why did you set it to 5?[/quote]

Months ago I had minimal knowledge on audio in the Source Engine:
https://github.com/SylveonBottle/optimization/blob/070994049611003a51d09fac0ba3d7e5029a2783/TF2/base.cfg#L107
As you can see, it has been set at that value for a long while.

Despite me looking over a bunch of other convar changes I did, I didn't do so relating to audio.

So now I have.

This is what my research on the convar led me to:
[code]
Values other than 0 add a delay to the changing of soundscapes within maps, that delay is longer for the same given value if the FPS is lower.

(Soundscapes are the enviromental sounds baked into a map.)

How you can tell if the soundscapes are delayed for too long is if previous soundscapes get stuck, then jump to silence, then to the newest soundscape.

I've found that nothing is wrong with the changing of soundscapes when the value is set to 2, even while using fps_max 30.

If you want to test this for yourself, set snd_spatialize_roundrobin at 10 to delay, 0 to remove the delay.

Optional: Set soundscape_debug to 1 to see the soundscapes, once a line turns green, the soundscape has changed.
[/code]

I'll be looking into the other audio changes I've done after the Pyro update release.

As for my next release, which nobody asked about but I feel the need to talk about it, will be alot cleaner and the autoexec might actually be easy to read.

Other things to note are some corrections not related to audio, new cfgs that I've finished already (lowram.cfg, weakgpu.cfg, some others), and performance improvements to cfgs I've never touched in a long while.
6
#6
4 Frags +

Which commands are giving you a higher fps compared to mastercoms? I'm not really seeing much difference between the two

Which commands are giving you a higher fps compared to mastercoms? I'm not really seeing much difference between the two
7
#7
0 Frags +
felikShout out to mastercoms for raising awareness of ... the ability to use configs while in the custom folder.

I would still install cfgs to the dedicated cfg folder. When the game loads any resource (and it loads tons) it has to manually check every single folder in custom if they have that file. When you have multiple folders in custom, it becomes a substantial hit to loadtime speed, even if the folders are completely empty. And it's especially bad nowadays since the game will reload all materials when you enter a server (at least as of the last time I tested) so you're going to be going through this process hundreds of times every time you enter a map.

That's why it's best to use vpk's wherever possible (only real exception is huds because fonts don't load from within vpk's + customization is easier in a folder) because they don't have this problem, but with cfg's you can ignore the issue entirely and just put them in the cfg folder.

[quote=felik]Shout out to mastercoms for raising awareness of ... the ability to use configs while in the custom folder.[/quote]I would still install cfgs to the dedicated cfg folder. When the game loads any resource (and it loads tons) it has to manually check every single folder in custom if they have that file. When you have multiple folders in custom, it becomes a substantial hit to loadtime speed, even if the folders are completely empty. And it's especially bad nowadays since the game will reload all materials when you enter a server (at least as of the last time I tested) so you're going to be going through this process hundreds of times every time you enter a map.

That's why it's best to use vpk's wherever possible (only real exception is huds because fonts don't load from within vpk's + customization is easier in a folder) because they don't have this problem, but with cfg's you can ignore the issue entirely and just put them in the cfg folder.
8
#8
0 Frags +
feIikMonths ago I had minimal knowledge on audio in the Source Engine:
https://github.com/SylveonBottle/optimization/blob/070994049611003a51d09fac0ba3d7e5029a2783/TF2/base.cfg#L107
As you can see, it has been set at that value for a long while.

Despite me looking over a bunch of other convar changes I did, I didn't do so relating to audio.

So now I have.

This is what my research on the convar led me to:
Values other than 0 add a delay to the changing of soundscapes within maps, that delay is longer for the same given value if the FPS is lower.

(Soundscapes are the enviromental sounds baked into a map.)

How you can tell if the soundscapes are delayed for too long is if previous soundscapes get stuck, then jump to silence, then to the newest soundscape.

I've found that nothing is wrong with the changing of soundscapes when the value is set to 2, even while using fps_max 30.

If you want to test this for yourself, set snd_spatialize_roundrobin at 10 to delay, 0 to remove the delay.

Optional: Set soundscape_debug to 1 to see the soundscapes, once a line turns green, the soundscape has changed.

I'll be looking into the other audio changes I've done after the Pyro update release.

As for my next release, which nobody asked about but I feel the need to talk about it, will be alot cleaner and the autoexec might actually be easy to read.

Other things to note are some corrections not related to audio, new cfgs that I've finished already (lowram.cfg, weakgpu.cfg, some others), and performance improvements to cfgs I've never touched in a long while.

This doesn't just affect soundscapes, it affects all sounds, and affects the delay in terms of frames per second, so of course when your framerate is lower, it will take more time in seconds. If you are running at 60FPS, with snd_spatialize_roundrobin 5, you are spatializing sound every 32 frames, or about 0.5 seconds. This means, for example, if you hear a spy decloak behind you and turn around, you will still hear the decloaking sound behind you even though you are now facing the spy. Setting the CVar this high is like settting fov_desired to 70 for performance's sake.

JarateKingfelikShout out to mastercoms for raising awareness of ... the ability to use configs while in the custom folder.I would still install cfgs to the dedicated cfg folder. When the game loads any resource (and it loads tons) it has to manually check every single folder in custom if they have that file. When you have multiple folders in custom, it becomes a substantial hit to loadtime speed, even if the folders are completely empty. And it's especially bad nowadays since the game will reload all materials when you enter a server (at least as of the last time I tested) so you're going to be going through this process hundreds of times every time you enter a map.

That's why it's best to use vpk's wherever possible (only real exception is huds because fonts don't load from within vpk's + customization is easier in a folder) because they don't have this problem, but with cfg's you can ignore the issue entirely and just put them in the cfg folder.

But then you can't use dxsupport_override.cfg which has some noticeable particle and sound performance improvements, especially on DX9.

[quote=feIik]
Months ago I had minimal knowledge on audio in the Source Engine:
https://github.com/SylveonBottle/optimization/blob/070994049611003a51d09fac0ba3d7e5029a2783/TF2/base.cfg#L107
As you can see, it has been set at that value for a long while.

Despite me looking over a bunch of other convar changes I did, I didn't do so relating to audio.

So now I have.

This is what my research on the convar led me to:
[code]
Values other than 0 add a delay to the changing of soundscapes within maps, that delay is longer for the same given value if the FPS is lower.

(Soundscapes are the enviromental sounds baked into a map.)

How you can tell if the soundscapes are delayed for too long is if previous soundscapes get stuck, then jump to silence, then to the newest soundscape.

I've found that nothing is wrong with the changing of soundscapes when the value is set to 2, even while using fps_max 30.

If you want to test this for yourself, set snd_spatialize_roundrobin at 10 to delay, 0 to remove the delay.

Optional: Set soundscape_debug to 1 to see the soundscapes, once a line turns green, the soundscape has changed.
[/code]

I'll be looking into the other audio changes I've done after the Pyro update release.

As for my next release, which nobody asked about but I feel the need to talk about it, will be alot cleaner and the autoexec might actually be easy to read.

Other things to note are some corrections not related to audio, new cfgs that I've finished already (lowram.cfg, weakgpu.cfg, some others), and performance improvements to cfgs I've never touched in a long while.[/quote]
This doesn't just affect soundscapes, it affects all sounds, and affects the delay in terms of frames per second, so of course when your framerate is lower, it will take more time in seconds. If you are running at 60FPS, with snd_spatialize_roundrobin 5, you are spatializing sound every 32 frames, or about 0.5 seconds. This means, for example, if you hear a spy decloak behind you and turn around, you will still hear the decloaking sound behind you even though you are now facing the spy. Setting the CVar this high is like settting fov_desired to 70 for performance's sake.

[quote=JarateKing][quote=felik]Shout out to mastercoms for raising awareness of ... the ability to use configs while in the custom folder.[/quote]I would still install cfgs to the dedicated cfg folder. When the game loads any resource (and it loads tons) it has to manually check every single folder in custom if they have that file. When you have multiple folders in custom, it becomes a substantial hit to loadtime speed, even if the folders are completely empty. And it's especially bad nowadays since the game will reload all materials when you enter a server (at least as of the last time I tested) so you're going to be going through this process hundreds of times every time you enter a map.

That's why it's best to use vpk's wherever possible (only real exception is huds because fonts don't load from within vpk's + customization is easier in a folder) because they don't have this problem, but with cfg's you can ignore the issue entirely and just put them in the cfg folder.[/quote]
But then you can't use dxsupport_override.cfg which has some noticeable particle and sound performance improvements, especially on DX9.
9
#9
1 Frags +
mastercomsBut then you can't use dxsupport_override.cfg which has some noticeable particle and sound performance improvements, especially on DX9.

If it's the sort of file you never need to edit with more stuff, it might be worthwhile putting it in a vpk with other files in a similar boat (surfaceproperties for one, or even just individual cfg modules you'd never edit such as the net quality settings).

[quote=mastercoms]But then you can't use dxsupport_override.cfg which has some noticeable particle and sound performance improvements, especially on DX9.[/quote]
If it's the sort of file you never need to edit with more stuff, it might be worthwhile putting it in a vpk with other files in a similar boat (surfaceproperties for one, or even just individual cfg modules you'd never edit such as the net quality settings).
10
#10
7 Frags +

How many days this time until you delete the config and all posts again without explanation?

How many days this time until you delete the config and all posts again without explanation?
11
#11
-2 Frags +

mr emo reborn

mr emo reborn
12
#12
3 Frags +
SetsulHow many days this time until you delete the config and all posts again without explanation?

Not happening, I've had enough with the low self-confidence. I was insecure about the configs being 'dirty' or wrong on some convars back then.

I'm fine with working on the configs from time to time, and I'm happy to provide them to people who appreciate the work put into them.

Although it is clear that teamfortress.tv members are generally unhappy with my presence from some people being very unhappy with the VG cheating I did regularly in the past.

I won't vanish suddenly for that reason either.

Here, I'll give context to how I kept the self-confidence problem at bay:

I've been doing adjustments to my eating habits, really liking it so far, salmon being my new favorite food.

I also found activities that are very rewarding to me, and I seem to have a winning battle with inattentive ADHD, which was the core reason of my low confidence (inability to do what is important, or have interests in something outside the comfort zone).

Lastly, I take walks everyday I can.

My outlook on life - comparsion:

Before: Everything is insignificant, no point in trying.
Now: Reducing as much misery as possible for yourself and others you know personally is important.
[quote=Setsul]How many days this time until you delete the config and all posts again without explanation?[/quote]
Not happening, I've had enough with the low self-confidence. I was insecure about the configs being 'dirty' or wrong on some convars back then.

I'm fine with working on the configs from time to time, and I'm happy to provide them to people who appreciate the work put into them.

Although it is clear that teamfortress.tv members are generally unhappy with my presence from some people being very unhappy with the VG cheating I did regularly in the past.

I won't vanish suddenly for that reason either.

Here, I'll give context to how I kept the self-confidence problem at bay:

[code]
I've been doing adjustments to my eating habits, really liking it so far, salmon being my new favorite food.

I also found activities that are very rewarding to me, and I seem to have a winning battle with inattentive ADHD, which was the core reason of my low confidence (inability to do what is important, or have interests in something outside the comfort zone).

Lastly, I take walks everyday I can.

My outlook on life - comparsion:

Before: Everything is insignificant, no point in trying.
Now: Reducing as much misery as possible for yourself and others you know personally is important.

[/code]
13
#13
0 Frags +
feIikSetsulHow many days this time until you delete the config and all posts again without explanation?Not happening, I've had enough with the low self-confidence.

I get the feeling I've heard something like this before.

feIikI was insecure about the configs being 'dirty' or wrong on some convars back then.

The fact that they were may or may not be related.

Anyway, here's a few quotes.

fxFinal release.fxSnowshoewhys everything deleted nowI thought 'private repository' meant people with the link could see it, and it wouldn't show on my profile.
It was never deleted, and now that it is not on private, the config is there to stay.
feIikedit: Config is gone, be back later.

Maybe salmon will make you choose better cvar values now.
I mean never say never.

[quote=feIik][quote=Setsul]How many days this time until you delete the config and all posts again without explanation?[/quote]
Not happening, I've had enough with the low self-confidence.
[/quote]
I get the feeling I've heard something like this before.

[quote=feIik]
I was insecure about the configs being 'dirty' or wrong on some convars back then.
[/quote]
The fact that they were may or may not be related.

Anyway, here's a few quotes.
[quote=fx]Final release.[/quote]

[quote=fx][quote=Snowshoe]whys everything deleted now[/quote]
I thought 'private repository' meant people with the link could see it, and it wouldn't show on my profile.
It was never deleted, and now that it is not on private, the config is there to stay.
[/quote]

[quote=feIik]edit: Config is gone, be back later.[/quote]

Maybe salmon will make you choose better cvar values now.
I mean never say never.
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