Upvote Upvoted 250 Downvote Downvoted
1 ⋅⋅ 21 22 23 24 25 26 27 ⋅⋅ 61
mastercomfig - fps/customization config
posted in Customization
691
#691
2 Frags +
mastercomsIf possible, set borderless windowed in the video options. The launch options have been reported to lower FPS. You may also want to look into using -high.

Borderless windowed isn't an option in the settings, but I can remove -windowed. I tried -high for a bit and didn't really notice any difference. I'll try running one of the benchmarks with and without it if I get a chance.

mastercomsAlso, are you using any external programs or Windows settings like Game DVR, high performance power plan, window optimisations or Game Mode?

I'm using a high performance power plan but haven't tried messing with these performance options: https://i.imgur.com/q0GEghj.png
I'm also disabling desktop composition and display scaling on high DPI settings for hl2.exe.
I should note again that my friend with basically the same build but runs in fullscreen without disabling those 2 things is having the same issue in the same places.

[quote=mastercoms]If possible, set borderless windowed in the video options. The launch options have been reported to lower FPS. You may also want to look into using -high.[/quote]
Borderless windowed isn't an option in the settings, but I can remove -windowed. I tried -high for a bit and didn't really notice any difference. I'll try running one of the benchmarks with and without it if I get a chance.

[quote=mastercoms]Also, are you using any external programs or Windows settings like Game DVR, high performance power plan, window optimisations or Game Mode?[/quote]
I'm using a high performance power plan but haven't tried messing with these performance options: https://i.imgur.com/q0GEghj.png
I'm also disabling desktop composition and display scaling on high DPI settings for hl2.exe.
I should note again that my friend with basically the same build but runs in fullscreen without disabling those 2 things is having the same issue in the same places.
692
#692
2 Frags +

Using 5.0.3 and when you try to use a Paint on a weapon, all weapons are black. I'm using maxperformance, with mat_picmip to HIghest.
Viewing in the Warpaint button on the bottom right at class selection in item menu, shows fine.

Using 5.0.3 and when you try to use a Paint on a weapon, all weapons are black. I'm using maxperformance, with mat_picmip to HIghest.
Viewing in the Warpaint button on the bottom right at class selection in item menu, shows fine.
693
#693
0 Frags +
TriRIKUsing 5.0.3 and when you try to use a Paint on a weapon, all weapons are black. I'm using maxperformance, with mat_picmip to HIghest.
Viewing in the Warpaint button on the bottom right at class selection in item menu, shows fine.

Try mat_mipmaptextures 0 (decreases performance a bit)

[quote=TriRIK]Using 5.0.3 and when you try to use a Paint on a weapon, all weapons are black. I'm using maxperformance, with mat_picmip to HIghest.
Viewing in the Warpaint button on the bottom right at class selection in item menu, shows fine.[/quote]
Try mat_mipmaptextures 0 (decreases performance a bit)
694
#694
3 Frags +

Would anyone mind if Windows mouse acceleration was disabled by default?

Would anyone mind if Windows mouse acceleration was disabled by default?
695
#695
0 Frags +

Getting really weird tracers from scattergun that appear left/right of the character. Sometimes even couple of feet away from them. Super distracting and annyoing. I have r_drawtracers_firstperson 0

Getting really weird tracers from scattergun that appear left/right of the character. Sometimes even couple of feet away from them. Super distracting and annyoing. I have r_drawtracers_firstperson 0
696
#696
4 Frags +
kobeGetting really weird tracers from scattergun that appear left/right of the character. Sometimes even couple of feet away from them. Super distracting and annyoing. I have r_drawtracers_firstperson 0

Are you using cl_particle_batch_mode 2? If so, set it back to 1.

5.1.0 released with optimizations, usability improvements and more input system customization.

[quote=kobe]Getting really weird tracers from scattergun that appear left/right of the character. Sometimes even couple of feet away from them. Super distracting and annyoing. I have r_drawtracers_firstperson 0[/quote]
Are you using cl_particle_batch_mode 2? If so, set it back to 1.

[quote][/quote]

[url=https://github.com/mastercoms/tf2cfg/releases/tag/5.1.0]5.1.0[/url] released with optimizations, usability improvements and more input system customization.
697
#697
0 Frags +

dont know if this question has been answered, but how do you reenable colored text, it just shows up as "{darkorange}wordblalbla" now
and i also get prompted to accept if someone is calling a vote

dont know if this question has been answered, but how do you reenable colored text, it just shows up as "{darkorange}wordblalbla" now
and i also get prompted to accept if someone is calling a vote
698
#698
1 Frags +
TriRIKUsing 5.0.3 and when you try to use a Paint on a weapon, all weapons are black. I'm using maxperformance, with mat_picmip to HIghest.
Viewing in the Warpaint button on the bottom right at class selection in item menu, shows fine.

Actually this was caused by Steam Overlay. I started the game and skins were fine, opened the Overlay and back to applying war paint and it was black, reopening the overlay fixed it again. Strange behavior. I'm using Ubuntu btw.

[quote=TriRIK]Using 5.0.3 and when you try to use a Paint on a weapon, all weapons are black. I'm using maxperformance, with mat_picmip to HIghest.
Viewing in the Warpaint button on the bottom right at class selection in item menu, shows fine.[/quote]
Actually this was caused by Steam Overlay. I started the game and skins were fine, opened the Overlay and back to applying war paint and it was black, reopening the overlay fixed it again. Strange behavior. I'm using Ubuntu btw.
699
#699
0 Frags +
Vulcandont know if this question has been answered, but how do you reenable colored text, it just shows up as "{darkorange}wordblalbla" now
and i also get prompted to accept if someone is calling a vote

Not sure why that's happening. Maybe verify game cache?

To disable vote notifications, use cl_vote_ui_show_notification 0. Do you think this should be the default in the config?

[quote=Vulcan]dont know if this question has been answered, but how do you reenable colored text, it just shows up as "{darkorange}wordblalbla" now
and i also get prompted to accept if someone is calling a vote[/quote]
Not sure why that's happening. Maybe verify game cache?

To disable vote notifications, use cl_vote_ui_show_notification 0. Do you think this should be the default in the config?
700
#700
1 Frags +
mastercomsVulcandont know if this question has been answered, but how do you reenable colored text, it just shows up as "{darkorange}wordblalbla" now
and i also get prompted to accept if someone is calling a vote
Not sure why that's happening. Maybe verify game cache?

To disable vote notifications, use cl_vote_ui_show_notification 0. Do you think this should be the default in the config?

yeah the first issue was fixed after restarting my game, and I think disabled vote notifications should be off by default since most people don't have it on.

[quote=mastercoms][quote=Vulcan]dont know if this question has been answered, but how do you reenable colored text, it just shows up as "{darkorange}wordblalbla" now
and i also get prompted to accept if someone is calling a vote[/quote]
Not sure why that's happening. Maybe verify game cache?

To disable vote notifications, use cl_vote_ui_show_notification 0. Do you think this should be the default in the config?[/quote]
yeah the first issue was fixed after restarting my game, and I think disabled vote notifications should be off by default since most people don't have it on.
701
#701
2 Frags +
Vulcanyeah the first issue was fixed after restarting my game, and I think disabled vote notifications should be off by default since most people don't have it on.

Alright.

5.1.1 released with HUD usability improvements and documentation improvements.

[quote=Vulcan]
yeah the first issue was fixed after restarting my game, and I think disabled vote notifications should be off by default since most people don't have it on.[/quote]
Alright.

[url=https://github.com/mastercoms/tf2cfg/releases/tag/5.1.1]5.1.1[/url] released with HUD usability improvements and documentation improvements.
702
#702
2 Frags +

For cleanup you can include the following as launch options instead of needing to input them in console separately: +host_writeconfig +mat_savechanges

For cleanup you can include the following as launch options instead of needing to input them in console separately: +host_writeconfig +mat_savechanges
703
#703
2 Frags +
hooliFor cleanup you can include the following as launch options instead of needing to input them in console separately: +host_writeconfig +mat_savechanges

Good idea. I could also add +quit in there too, right?

[quote=hooli]For cleanup you can include the following as launch options instead of needing to input them in console separately: +host_writeconfig +mat_savechanges[/quote]
Good idea. I could also add +quit in there too, right?
704
#704
2 Frags +

right, works on my machine

right, works on my machine
705
#705
1 Frags +

Does anybody happen to know how much VRAM TF2 tends to use? I've been thinking about my problem while my power's been out and remembered why the 970 got such a bad rap for its weird memory allocation.
Are there any console/launch commands to limit VRAM use?

Does anybody happen to know how much VRAM TF2 tends to use? I've been thinking about my problem while my power's been out and remembered why the 970 got such a bad rap for its weird memory allocation.
Are there any console/launch commands to limit VRAM use?
706
#706
1 Frags +
MalkrazDoes anybody happen to know how much VRAM TF2 tends to use? I've been thinking about my problem while my power's been out and remembered why the 970 got such a bad rap for its weird memory allocation.
Are there any console/launch commands to limit VRAM use?

https://youtu.be/faNeipYH4cw

mat_picmip 2 lowers texture quality

-limitvsconst limits shaders

though, as shown in the video, TF2 doesn't use a lot

[quote=Malkraz]Does anybody happen to know how much VRAM TF2 tends to use? I've been thinking about my problem while my power's been out and remembered why the 970 got such a bad rap for its weird memory allocation.
Are there any console/launch commands to limit VRAM use?[/quote]
https://youtu.be/faNeipYH4cw

mat_picmip 2 lowers texture quality

-limitvsconst limits shaders

though, as shown in the video, TF2 doesn't use a lot
707
#707
0 Frags +
mastercomshttps://youtu.be/faNeipYH4cw

Oh yeah, VRAM definitely isn't the issue then. As long as it's anywhere under 3.5GB the 970 doesn't care. I'm setting up the comp preset right now and we'll see if it solves anything.

[quote=mastercoms]
https://youtu.be/faNeipYH4cw
[/quote]
Oh yeah, VRAM definitely isn't the issue then. As long as it's anywhere under 3.5GB the 970 doesn't care. I'm setting up the comp preset right now and we'll see if it solves anything.
708
#708
0 Frags +

comp preset and -high have made no noticeable performance improvement in regular play with the former making the game look quite a bit worse.

comp preset and -high have made no noticeable performance improvement in regular play with the former making the game look quite a bit worse.
709
#709
0 Frags +
Malkrazcomp preset and -high have made no noticeable performance improvement in regular play with the former making the game look quite a bit worse.

Try -nouserclip

[quote=Malkraz]comp preset and -high have made no noticeable performance improvement in regular play with the former making the game look quite a bit worse.[/quote]
Try -nouserclip
710
#710
-1 Frags +
mastercomsTry -nouserclip

Seems to have made a minor improvement but I'm still dipping pretty hard in the problem areas. It's more like 95-110 now instead of 80-90 down from 280+ on spawn.

[quote=mastercoms]
Try -nouserclip[/quote]

Seems to have made a minor improvement but I'm still dipping pretty hard in the problem areas. It's more like 95-110 now instead of 80-90 down from 280+ on spawn.
711
#711
0 Frags +
MalkrazSeems to have made a minor improvement but I'm still dipping pretty hard in the problem areas. It's more like 95-110 now instead of 80-90 down from 280+ on spawn.

Just to be clear, are you having these problems when there are more players, or just certain areas, even when empty?

[quote=Malkraz]
Seems to have made a minor improvement but I'm still dipping pretty hard in the problem areas. It's more like 95-110 now instead of 80-90 down from 280+ on spawn.[/quote]
Just to be clear, are you having these problems when there are more players, or just certain areas, even when empty?
712
#712
1 Frags +

Heyy, Just wanted to know if those :

lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
cl_always_flush_models 0 // Keep models loaded in between map loads
//cl_always_flush_models 1 // Remove models from memory every map load
mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
//mat_levelflush 1 // Clear temporary memory

had known side effects such as longer loading times or even errors due to mismatching files being kept for too long.

Heyy, Just wanted to know if those :
[code]lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
cl_always_flush_models 0 // Keep models loaded in between map loads
//cl_always_flush_models 1 // Remove models from memory every map load
mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
//mat_levelflush 1 // Clear temporary memory[/code]
had known side effects such as longer loading times or even errors due to mismatching files being kept for too long.
713
#713
1 Frags +
mastercomsJust to be clear, are you having these problems when there are more players, or just certain areas, even when empty?

It's definitely when there are other players within the same section of the map as me, though the amount varies.
I think I mentioned that earlier but probably wasn't clear enough.

[quote=mastercoms]
Just to be clear, are you having these problems when there are more players, or just certain areas, even when empty?[/quote]
It's definitely when there are other players within the same section of the map as me, though the amount varies.
I think I mentioned that earlier but probably wasn't clear enough.
714
#714
1 Frags +
osvaldoHeyy, Just wanted to know if those :
lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
cl_always_flush_models 0 // Keep models loaded in between map loads
//cl_always_flush_models 1 // Remove models from memory every map load
mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
//mat_levelflush 1 // Clear temporary memory
had known side effects such as longer loading times or even errors due to mismatching files being kept for too long.

lzma_persistent_buffer 1 only affects the compression system not being initialized every time

cl_always_flush_models 0 doesn't prevent model unloads, it just doesn't aggressively unload models, which is only useful if you are on a low memory system

mat_levelflush 0 skips resetting material system temporary memory on level loads

These settings would reduce load tjmes, not increase them. And I'm pretty sure they wouldn't cause errors.

MalkrazmastercomsJust to be clear, are you having these problems when there are more players, or just certain areas, even when empty?It's definitely when there are other players within the same section of the map as me, though the amount varies.
I think I mentioned that earlier but probably wasn't clear enough.

It might be the networking system. Try copying the network settings from the stripped addon and see if it affects your FPS. If so, then we will know that the net code is bottlenecking the performance.

[quote=osvaldo]Heyy, Just wanted to know if those :
[code]lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it
cl_always_flush_models 0 // Keep models loaded in between map loads
//cl_always_flush_models 1 // Remove models from memory every map load
mat_levelflush 0 // Do not clear temp mem at the beginning of a level load
//mat_levelflush 1 // Clear temporary memory[/code]
had known side effects such as longer loading times or even errors due to mismatching files being kept for too long.[/quote]
lzma_persistent_buffer 1 only affects the compression system not being initialized every time

cl_always_flush_models 0 doesn't prevent model unloads, it just doesn't aggressively unload models, which is only useful if you are on a low memory system

mat_levelflush 0 skips resetting material system temporary memory on level loads

These settings would reduce load tjmes, not increase them. And I'm pretty sure they wouldn't cause errors.

[quote=Malkraz][quote=mastercoms]
Just to be clear, are you having these problems when there are more players, or just certain areas, even when empty?[/quote]
It's definitely when there are other players within the same section of the map as me, though the amount varies.
I think I mentioned that earlier but probably wasn't clear enough.[/quote]
It might be the networking system. Try copying the network settings from the stripped addon and see if it affects your FPS. If so, then we will know that the net code is bottlenecking the performance.
715
#715
3 Frags +
mastercomsIt might be the networking system. Try copying the network settings from the stripped addon and see if it affects your FPS. If so, then we will know that the net code is bottlenecking the performance.

I'm getting no noticeable performance improvements.
The game now feels as if I'm playing at 100+ ping on servers I normally get 30 ping on.

[quote=mastercoms]
It might be the networking system. Try copying the network settings from the stripped addon and see if it affects your FPS. If so, then we will know that the net code is bottlenecking the performance.[/quote]
I'm getting no noticeable performance improvements.
The game now feels as if I'm playing at 100+ ping on servers I normally get 30 ping on.
716
#716
0 Frags +
MalkrazI'm getting no noticeable performance improvements while constantly feeling as if I'm playing at 100+ ping on servers I normally get 30 ping on.

The ping feeling is intended. It's just so we can check if the net system is the thing affecting performance. If we found that it was, we would then adjust the default comfig net settings, not use the stripped settings. Remove the stripped quality net settings and try using the masperformance + stripped sound settings to see if the sound system is the bottleneck.

[quote=Malkraz]
I'm getting no noticeable performance improvements while constantly feeling as if I'm playing at 100+ ping on servers I normally get 30 ping on.[/quote]
The ping feeling is intended. It's just so we can check if the net system is the thing affecting performance. If we found that it was, we would then adjust the default comfig net settings, not use the stripped settings. Remove the stripped quality net settings and try using the masperformance + stripped sound settings to see if the sound system is the bottleneck.
717
#717
1 Frags +

Gotcha, I see where you're going with this now.
With maxperformance + stripped sound I'm getting roughly 20-30 more frames than my friend (who's running default mastercomfig) in some cases with none to few other players around.
However we're still getting relatively the same hard drops when around enough people with me outperforming by maybe 5 fps.

Gotcha, I see where you're going with this now.
With maxperformance + stripped sound I'm getting roughly 20-30 more frames than my friend (who's running default mastercomfig) in some cases with none to few other players around.
However we're still getting relatively the same hard drops when around enough people with me outperforming by maybe 5 fps.
718
#718
6 Frags +

5.1.2 released with updated launch options, character and igpu optimizations and a crash fix.

Also just for funsies or if anyone was curious, here's my custom.cfg.

[url=https://github.com/mastercoms/tf2cfg/releases/tag/5.1.2]5.1.2[/url] released with updated launch options, character and igpu optimizations and a crash fix.

Also just for funsies or if anyone was curious, here's [url=https://gist.github.com/mastercoms/bfec7a7d545b748a8c3d54bfa32c9608]my custom.cfg[/url].
719
#719
1 Frags +

If you could someday make a list/preset cfg where makes the game have the least CPU usage as possible
for strong GPU weak CPU systems
that would be great

If you could someday make a list/preset cfg where makes the game have the least CPU usage as possible
for strong GPU weak CPU systems
that would be great
720
#720
0 Frags +
SiiLVERIf you could someday make a list/preset cfg where makes the game have the least CPU usage as possible
for strong GPU weak CPU systems
that would be great

That's pretty much the config (excluding the igpu addon) unless you're talking about very weak CPUs, which the stripped addon already provides some CVars you can try.

[quote=SiiLVER]If you could someday make a list/preset cfg where makes the game have the least CPU usage as possible
for strong GPU weak CPU systems
that would be great[/quote]
That's pretty much the config (excluding the igpu addon) unless you're talking about very weak CPUs, which the stripped addon already provides some CVars you can try.
1 ⋅⋅ 21 22 23 24 25 26 27 ⋅⋅ 61
Please sign in through STEAM to post a comment.