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mastercomfig - fps/customization config
posted in Customization
1381
#1381
1 Frags +

The net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?

The net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?
1382
#1382
0 Frags +
EevoveThe net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?

0.0152

[quote=Eevove]The net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?[/quote]
0.0152
1383
#1383
0 Frags +
donnyrayEevoveThe net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?0.0152

alright, the weird thing is that my response time is 21.7, is that optimal?

[quote=donnyray][quote=Eevove]The net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?[/quote]
0.0152[/quote]
alright, the weird thing is that my response time is 21.7, is that optimal?
1384
#1384
0 Frags +
EevoveThe net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?

The default should be fine for most cases. I don't recommend going to 0.0152 interp because it can be unreliable.

[quote=Eevove]The net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?[/quote]
The default should be fine for most cases. I don't recommend going to 0.0152 interp because it can be unreliable.
1385
#1385
0 Frags +
mastercomsThe default should be fine for most cases. I don't recommend going to 0.0152 interp because it can be unreliable.

so no interp settings in my class configs?

[quote=mastercoms]The default should be fine for most cases. I don't recommend going to 0.0152 interp because it can be unreliable.[/quote]
so no interp settings in my class configs?
1386
#1386
-2 Frags +
mastercomsEevoveThe net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?The default should be fine for most cases. I don't recommend going to 0.0152 interp because it can be unreliable.

so you recommend this ?
cl_cmdrate 67
cl_interp 0.0217391
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000

[quote=mastercoms][quote=Eevove]The net settings were a bit confusing, what interp should I use, different ones for hitscan and projectile or one for all?[/quote]
The default should be fine for most cases. I don't recommend going to 0.0152 interp because it can be unreliable.[/quote]

so you recommend this ?
cl_cmdrate 67
cl_interp 0.0217391
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000
1387
#1387
1 Frags +
mousiopeso you recommend this ?
cl_cmdrate 67
cl_interp 0.0217391
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000

Not at all, also that isn't the default in my config.

[quote=mousiope]
so you recommend this ?
cl_cmdrate 67
cl_interp 0.0217391
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000[/quote]
Not at all, also that isn't the default in my config.
1388
#1388
0 Frags +

Say mastercoms, what are the net settings in your config? Netgraph says I keep losing packets.

Say mastercoms, what are the net settings in your config? Netgraph says I keep losing packets.
1389
#1389
1 Frags +

In your config there's options for a bad gpu addon and a bad cpu addon, Are there any plans to make a "good cpu or gpu" addon, for commands which may be worth sacrificing fps for better hit reg or whatever?

For example, I see you have a beefy PC and are using net_splitrate 8, but the default in your config is net_splitrate 2. What are the advantages of this, and should we be doing the same if we can afford to?

In your config there's options for a bad gpu addon and a bad cpu addon, Are there any plans to make a "good cpu or gpu" addon, for commands which may be worth sacrificing fps for better hit reg or whatever?

For example, I see you have a beefy PC and are using net_splitrate 8, but the default in your config is net_splitrate 2. What are the advantages of this, and should we be doing the same if we can afford to?
1390
#1390
1 Frags +
MarieSay mastercoms, what are the net settings in your config? Netgraph says I keep losing packets.

https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L12

have you adjusted your upload rate? https://mastercoms.github.io/mastercomfig/upload

zfnIn your config there's options for a bad gpu addon and a bad cpu addon, Are there any plans to make a "good cpu or gpu" addon, for commands which may be worth sacrificing fps for better hit reg or whatever?

For example, I see you have a beefy PC and are using net_splitrate 8, but the default in your config is net_splitrate 2. What are the advantages of this, and should we be doing the same if we can afford to?

The config by default is tuned for good CPUs and GPUs in mind. If your computer can do it, you can increase net_splitrate to speed up handling large packets.

[quote=Marie]Say mastercoms, what are the net settings in your config? Netgraph says I keep losing packets.[/quote]
https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L12

have you adjusted your upload rate? https://mastercoms.github.io/mastercomfig/upload

[quote=zfn]In your config there's options for a bad gpu addon and a bad cpu addon, Are there any plans to make a "good cpu or gpu" addon, for commands which may be worth sacrificing fps for better hit reg or whatever?

For example, I see you have a beefy PC and are using net_splitrate 8, but the default in your config is net_splitrate 2. What are the advantages of this, and should we be doing the same if we can afford to?[/quote]
The config by default is tuned for good CPUs and GPUs in mind. If your computer can do it, you can increase net_splitrate to speed up handling large packets.
1391
#1391
18 Frags +

7

https://www.youtube.com/watch?v=9kZCQEn2vsM

7

[youtube]https://www.youtube.com/watch?v=9kZCQEn2vsM[/youtube]
1392
#1392
2 Frags +

Damn, I thought the mastercomfig project died already. /s

And now teasers are being made for mere configuration files? (HYPE 300 fps on Intel Celeron) From the looks of it, it seems like mastercomfig is getting a GUI frontend? I hope it isn't unnecessarily bloated or anything, and that the good old installation method will still be supported (unless the upcoming way turns out to be objectively superior).

What were the significant changes from version 5 to 6 (and from 4 to 5 and 3 to 4 and so on)?

Edit: The current Low preset seems to disable player outline effects even though I have set glow_outline_effect_enable 1 in custom.cfg.

Damn, I thought the mastercomfig project died already. /s

And now teasers are being made for mere [i]configuration files[/i]? (HYPE 300 fps on Intel Celeron) From the looks of it, it seems like mastercomfig is getting a GUI frontend? I hope it isn't unnecessarily bloated or anything, and that the good old installation method will still be supported (unless the upcoming way turns out to be objectively superior).

What were the significant changes from version 5 to 6 (and from 4 to 5 and 3 to 4 and so on)?

Edit: The current Low preset seems to disable player outline effects even though I have set glow_outline_effect_enable 1 in custom.cfg.
1393
#1393
0 Frags +
fizzwhizDamn, I thought the mastercomfig project died already. /s

And now teasers are being made for mere configuration files? (HYPE 300 fps on Intel Celeron) From the looks of it, it seems like mastercomfig is getting a GUI frontend? I hope it isn't unnecessarily bloated or anything, and that the good old installation method will still be supported (unless the upcoming way turns out to be objectively superior).

What were the significant changes from version 5 to 6 (and from 4 to 5 and 3 to 4 and so on)?

Edit: The current Low preset seems to disable player outline effects even though I have set glow_outline_effect_enable 1 in custom.cfg.

Put xrays_high in your custom.cfg

read more here: https://github.com/mastercoms/mastercomfig/wiki/Modules

[quote=fizzwhiz]Damn, I thought the mastercomfig project died already. /s

And now teasers are being made for mere [i]configuration files[/i]? (HYPE 300 fps on Intel Celeron) From the looks of it, it seems like mastercomfig is getting a GUI frontend? I hope it isn't unnecessarily bloated or anything, and that the good old installation method will still be supported (unless the upcoming way turns out to be objectively superior).

What were the significant changes from version 5 to 6 (and from 4 to 5 and 3 to 4 and so on)?

Edit: The current Low preset seems to disable player outline effects even though I have set glow_outline_effect_enable 1 in custom.cfg.[/quote]

Put xrays_high in your custom.cfg

read more here: https://github.com/mastercoms/mastercomfig/wiki/Modules
1394
#1394
1 Frags +
fizzwhizWhat were the significant changes from version 5 to 6 (and from 4 to 5 and 3 to 4 and so on)?

6.0.0: https://github.com/mastercoms/mastercomfig/releases/tag/6.0.0
5.0.0: https://github.com/mastercoms/mastercomfig/releases/tag/5.0.0
4.0.0: https://github.com/mastercoms/mastercomfig/releases/tag/4.0.0
3.0.0: https://github.com/mastercoms/mastercomfig/releases/tag/v3.0.0
2.0.0: https://github.com/mastercoms/mastercomfig/commit/ba8d53fc8be88082e0138024eb589422fe9498a9
1.0.0: https://github.com/mastercoms/mastercomfig/commit/12e39c5cd0c6079c1290b26131633c537d687513

MrWheatleyPut xrays_high in your custom.cfg

read more here: https://github.com/mastercoms/mastercomfig/wiki/Modules

Or alias xrays xrays_high in modules.cfg

[quote=fizzwhiz]
What were the significant changes from version 5 to 6 (and from 4 to 5 and 3 to 4 and so on)?
[/quote]
6.0.0: https://github.com/mastercoms/mastercomfig/releases/tag/6.0.0
5.0.0: https://github.com/mastercoms/mastercomfig/releases/tag/5.0.0
4.0.0: https://github.com/mastercoms/mastercomfig/releases/tag/4.0.0
3.0.0: https://github.com/mastercoms/mastercomfig/releases/tag/v3.0.0
2.0.0: https://github.com/mastercoms/mastercomfig/commit/ba8d53fc8be88082e0138024eb589422fe9498a9
1.0.0: https://github.com/mastercoms/mastercomfig/commit/12e39c5cd0c6079c1290b26131633c537d687513

[quote=MrWheatley]
Put xrays_high in your custom.cfg

read more here: https://github.com/mastercoms/mastercomfig/wiki/Modules[/quote]
Or alias xrays xrays_high in modules.cfg
1395
#1395
11 Frags +

been awhile since I looked at your config, have to say I like alot of the work you're doing but it's mildly infuriating to have to go through 4 text files just to figure out which shadow or lighting quality I'm using.

-edit-

Some other things

fps_max - Why is this set to 240, and not for instance 300?
r_norefresh 1 - what's this?

how do you feel about the new hud element that's being enforced by default
tf_use_match_hud I think

cl_mute_all_comms 1 - The wording in the github repository you have for commands is a bit ambiguous. As I understand it this means you have the ability to mute all comms from people at will, not necessarily all comms by default right?

for the texture settings why do you have mat_filtertextures in there twice with opposite values?

for mid-low which has the description of max performance but without bugs and good visibility, so why is
r_eyes 1 (in the characters_medium section) used

cl_particle_batch_mode 1 and 2 - what's the difference between these 2 settings

cl_smoothtime - you have this at 0.1 when you used to recommend cl_smoothtime 0.0455 what changed?

hud_escort_interp 0.1 - what is this?

snd_mixahead - you have this at 0.08 is this actually the best value for a reason or could it be set lower without issues such as 0.066

I don't understand alot of the sound commands so I'm just going to copy a paste the ones I'm primarily wondering about

snd_spatialize_roundrobin 1
dsp_room 0
dsp_facingaway 30
dsp_speaker 50
dsp_water 14
dsp_spatial 40
snd_defer_trace 1 
snd_disable_mixer_duck 0

are their any differences beyond sound quality itself such as latency with different settings

-edit2-
recommended launch options for better FPS or less frame variance but without necessarily destroying the way the game looks

been awhile since I looked at your config, have to say I like alot of the work you're doing but it's mildly infuriating to have to go through 4 text files just to figure out which shadow or lighting quality I'm using.

-edit-

Some other things

fps_max - Why is this set to 240, and not for instance 300?
r_norefresh 1 - what's this?

how do you feel about the new hud element that's being enforced by default
tf_use_match_hud I think

cl_mute_all_comms 1 - The wording in the github repository you have for commands is a bit ambiguous. As I understand it this means you have the ability to mute all comms from people at will, not necessarily all comms by default right?

for the texture settings why do you have mat_filtertextures in there twice with opposite values?

for mid-low which has the description of max performance but without bugs and good visibility, so why is
r_eyes 1 (in the characters_medium section) used

cl_particle_batch_mode 1 and 2 - what's the difference between these 2 settings

cl_smoothtime - you have this at 0.1 when you used to recommend cl_smoothtime 0.0455 what changed?

hud_escort_interp 0.1 - what is this?

snd_mixahead - you have this at 0.08 is this actually the best value for a reason or could it be set lower without issues such as 0.066

I don't understand alot of the sound commands so I'm just going to copy a paste the ones I'm primarily wondering about
[code]snd_spatialize_roundrobin 1
dsp_room 0
dsp_facingaway 30
dsp_speaker 50
dsp_water 14
dsp_spatial 40
snd_defer_trace 1
snd_disable_mixer_duck 0[/code]

are their any differences beyond sound quality itself such as latency with different settings

-edit2-
recommended launch options for better FPS or less frame variance but without necessarily destroying the way the game looks
1396
#1396
9 Frags +
Comangliabeen awhile since I looked at your config, have to say I like alot of the work you're doing but it's mildly infuriating to have to go through 4 text files just to figure out which shadow or lighting quality I'm using.

You don't have to look at any files, you only have to look at the console, type shadows into console and the autocomplete will say the quality you are using. Same with lighting.

And besides, the only file that sets that in the config is the preset file. Then you can set it in your modules.cfg. So two files at most.

Comangliafps_max - Why is this set to 240, and not for instance 300?

240 is a multiple of 120, 60 and 240, while 300 is only a multiple of 60. Using a multiple for your fps_max makes the output smoother.

Comangliahow do you feel about the new hud element that's being enforced by default

It's useful, but I think it would be interesting to see if custom HUDs can optimize it somehow.

Comangliar_norefresh 1 - what's this?

It's exactly what the comment in comfig.cfg says it is. It makes it so the Source Engine does not set an unused variable to the time it took to render the last frame.

Comangliacl_mute_all_comms 1 - The wording in the github repository you have for commands is a bit ambiguous. As I understand it this means you have the ability to mute all comms from people at will, not necessarily all comms by default right?

Is it really that ambiguous? It states that voice and text chat will be muted for muted players if you use 1, and only voice if you use 0.

Comangliafor the texture settings why do you have mat_filtertextures in there twice with opposite values?

It works around a bug where the cvar is not being set on the first time.

Comangliafor mid-low which has the description of max performance but without bugs and good visibility, so why is
r_eyes 1 (in the characters_medium section) used

Because no eyes is creepy and causes holes in the character. b4nny and many other competitive players use r_eyes 1 too.

Comangliacl_particle_batch_mode 1 and 2 - what's the difference between these 2 settings

batch mode 2 clumps particles together to render it as one, and causes some particles to be invisible

Comangliacl_smoothtime - you have this at 0.1 when you used to recommend cl_smoothtime 0.0455 what changed?

A realization that how many packets the smoothing takes place over does not matter and it's just the highest smoothing you can get away with that matters.

Comangliahud_escort_interp 0.1 - what is this?

This is the interp for the payload HUD. So updates to the payload location will be smoothed out over 0.1 seconds instead of the default 0.2.

Comangliasnd_mixahead - you have this at 0.08 is this actually the best value for a reason or could it be set lower without issues such as 0.066]

I've found it to be the best balance between batching mixes together and getting low mix complexity, as well as avoiding crackling glitches. You can set it lower if you find it beneficial to you.

ComangliaI don't understand alot of the sound commands so I'm just going to copy a paste the ones I'm primarily wondering about

All of these are documented in the config already but I will reexplain them here.

snd_spatialize_roundrobin - delays sound spatialization (being able to tell where a sound is from hearing it (at 60 degrees, behind you, etc). most noticeable if you rotate your view quickly. the delay is determined by 2 ^ x, so for 1, it would be 2 ^ 1 = 2 frames needed to spatialize all sounds

dsp_room - if set to 1, automatically adjusts DSP based on the room you're in (its size, shape and type). DSP is a variety of sound effects, including echos, reverb, low pass filters, etc. Preset DSP effects are associated with a number which leads me to these:

dsp_facingaway, dsp_speaker, dsp_water, dsp_spatial - these set which DSP preset to use for each of these scenarios.

dsp_facingaway is for things you are facing away from, so you would typically use 0 (none), 30 (low pass filter), or 31 (low pass filter + 80ms delay).

dsp_speaker
is used for radio/speaker sounds like the administrator 0, 50 to 59 are typical values

dsp_water is for when you are underwater. Typical values are 0, 14, 15, 16. 14 is the default and is the least watery, while 16 is the most aggressive with its water effects and also has a higher delay.

dsp_spatial - this is for spatialization/positional audio and adds delays. Now before you say "delays? in my competitive gaming experience?" please realize that delays are useful for your ears to figure out where sounds are coming from

snd_defer_trace - 1 makes it so that sounds are spatialized first and then tested with a trace on the next frame to see if they are obstructed. This improves performance and makes spatialization (which is arguably the most important sound effect) happen sooner. 0 makes sure that tracing and spatialization are calculated at the same time.

snd_disable_mixer_duck
- 1 disables sound ducking, which makes some sounds labeled as important to play a higher volume than others

Comangliarecommended launch options for better FPS or less frame variance but without necessarily destroying the way the game looks

I already have a list of recommended launch options. You can try the other ones to see if they improve anything on your PC.

[quote=Comanglia]been awhile since I looked at your config, have to say I like alot of the work you're doing but it's mildly infuriating to have to go through 4 text files just to figure out which shadow or lighting quality I'm using.[/quote]
You don't have to look at any files, you only have to look at the console, type shadows into console and the autocomplete will say the quality you are using. Same with lighting.

And besides, the only file that sets that in the config is the preset file. Then you can set it in your modules.cfg. So two files at most.

[quote=Comanglia]
fps_max - Why is this set to 240, and not for instance 300?
[/quote]
240 is a multiple of 120, 60 and 240, while 300 is only a multiple of 60. Using a multiple for your fps_max makes the output smoother.

[quote=Comanglia]how do you feel about the new hud element that's being enforced by default[/quote]
It's useful, but I think it would be interesting to see if custom HUDs can optimize it somehow.

[quote=Comanglia]
r_norefresh 1 - what's this?
[/quote]
It's exactly what [url=https://github.com/mastercoms/mastercomfig/blob/70673136e26b7782c8951a992b0c0f81a91af872/config/mastercomfig/cfg/comfig.cfg#L1081]the comment[/url] in comfig.cfg says it is. It makes it so the Source Engine does not set an unused variable to the time it took to render the last frame.

[quote=Comanglia]
cl_mute_all_comms 1 - The wording in the github repository you have for commands is a bit ambiguous. As I understand it this means you have the ability to mute all comms from people at will, not necessarily all comms by default right?
[/quote]
Is it really that ambiguous? It [url=https://github.com/mastercoms/mastercomfig/blob/70673136e26b7782c8951a992b0c0f81a91af872/config/mastercomfig/cfg/comfig.cfg#L1240-L1241]states[/url] that voice and text chat will be muted for muted players if you use 1, and only voice if you use 0.

[quote=Comanglia]
for the texture settings why do you have mat_filtertextures in there twice with opposite values?
[/quote]
It works around a bug where the cvar is not being set on the first time.

[quote=Comanglia]
for mid-low which has the description of max performance but without bugs and good visibility, so why is
r_eyes 1 (in the characters_medium section) used[/quote]
Because no eyes is creepy and causes holes in the character. b4nny and many other competitive players use r_eyes 1 too.

[quote=Comanglia]cl_particle_batch_mode 1 and 2 - what's the difference between these 2 settings[/quote]
batch mode 2 clumps particles together to render it as one, and causes some particles to be invisible

[quote=Comanglia]cl_smoothtime - you have this at 0.1 when you used to recommend cl_smoothtime 0.0455 what changed?[/quote]
A realization that how many packets the smoothing takes place over does not matter and it's just the highest smoothing you can get away with that matters.

[quote=Comanglia]hud_escort_interp 0.1 - what is this?[/quote]
This is the interp for the payload HUD. So updates to the payload location will be smoothed out over 0.1 seconds instead of the default 0.2.

[quote=Comanglia]snd_mixahead - you have this at 0.08 is this actually the best value for a reason or could it be set lower without issues such as 0.066][/quote]
I've found it to be the best balance between batching mixes together and getting low mix complexity, as well as avoiding crackling glitches. You can set it lower if you find it beneficial to you.

[quote=Comanglia]
I don't understand alot of the sound commands so I'm just going to copy a paste the ones I'm primarily wondering about
[/quote]
All of these are documented in the config already but I will reexplain them here.

[url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L1635]snd_spatialize_roundrobin[/url] - delays sound spatialization (being able to tell where a sound is from hearing it (at 60 degrees, behind you, etc). most noticeable if you rotate your view quickly. the delay is determined by 2 ^ x, so for 1, it would be 2 ^ 1 = 2 frames needed to spatialize all sounds

[url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L1638]dsp_room[/url] - if set to 1, automatically adjusts [url=https://developer.valvesoftware.com/wiki/DSP]DSP[/url] based on the room you're in (its size, shape and type). DSP is a variety of sound effects, including echos, reverb, low pass filters, etc. Preset DSP effects are associated with a number which leads me to these:

dsp_facingaway, dsp_speaker, dsp_water, dsp_spatial - these set which [url=https://github.com/SteamDatabase/GameTracking-TF2/blob/master/tf/tf2_misc_dir/scripts/dsp_presets.txt]DSP preset[/url] to use for each of these scenarios.

[url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L1640]dsp_facingaway[/url] is for things you are facing away from, so you would typically use 0 (none), 30 (low pass filter), or 31 (low pass filter + 80ms delay).
[url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L1643]
dsp_speaker[/url] is used for radio/speaker sounds like the administrator 0, 50 to 59 are typical values

[url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L1645]dsp_water[/url] is for when you are underwater. Typical values are 0, 14, 15, 16. 14 is the default and is the least watery, while 16 is the most aggressive with its water effects and also has a higher delay.

[url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L1649]dsp_spatial[/url] - this is for spatialization/positional audio and adds delays. Now before you say "delays? in my competitive gaming experience?" please realize that delays are useful for your ears to figure out where sounds are coming from

[url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L1663]snd_defer_trace[/url] - 1 makes it so that sounds are spatialized first and then tested with a trace on the next frame to see if they are obstructed. This improves performance and makes spatialization (which is arguably the most important sound effect) happen sooner. 0 makes sure that tracing and spatialization are calculated at the same time.
[url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg#L1615]
snd_disable_mixer_duck[/url] - 1 disables sound ducking, which makes some sounds labeled as important to play a higher volume than others

[quote=Comanglia]recommended launch options for better FPS or less frame variance but without necessarily destroying the way the game looks[/quote]
I already have a list of recommended launch options. You can try the other ones to see if they improve anything on your PC.
1397
#1397
0 Frags +

Interesting didn't realize you did have all of them commented on github they weren't on the cfgs that I pulled out of the vpk. I see in one of your comments you have

r_occlusion 1 // use CPU to have the GPU skip rendering of unseen models/props

If this is the case wouldnt it be a slight improvement for CPU bound systems to use 0 even if it means the GPU is used significantly more?

Interesting didn't realize you did have all of them commented on github they weren't on the cfgs that I pulled out of the vpk. I see in one of your comments you have

r_occlusion 1 // use CPU to have the GPU skip rendering of unseen models/props

If this is the case wouldnt it be a slight improvement for CPU bound systems to use 0 even if it means the GPU is used significantly more?
1398
#1398
1 Frags +
ComangliaInteresting didn't realize you did have all of them commented on github they weren't on the cfgs that I pulled out of the vpk. I see in one of your comments you have

r_occlusion 1 // use CPU to have the GPU skip rendering of unseen models/props

If this is the case wouldnt it be a slight improvement for CPU bound systems to use 0 even if it means the GPU is used significantly more?

The VPKs are stripped of comments to reduce file sizes and to discourage modification of them.

And no, in the event where the overhead of the CPU preparing an occlusion test is too high, compared to the rendering savings for the GPU, it should be filtered out by the occlusion screen space settings.

[quote=Comanglia]Interesting didn't realize you did have all of them commented on github they weren't on the cfgs that I pulled out of the vpk. I see in one of your comments you have

r_occlusion 1 // use CPU to have the GPU skip rendering of unseen models/props

If this is the case wouldnt it be a slight improvement for CPU bound systems to use 0 even if it means the GPU is used significantly more?[/quote]
The VPKs are stripped of comments to reduce file sizes and to discourage modification of them.

And no, in the event where the overhead of the CPU preparing an occlusion test is too high, compared to the rendering savings for the GPU, it should be filtered out by the occlusion screen space settings.
1399
#1399
0 Frags +
Comangliafps_max - Why is this set to 240, and not for instance 300?mastercoms240 is a multiple of 120, 60 and 240, while 300 is only a multiple of 60. Using a multiple for your fps_max makes the output smoother.

Won't 240 fps have an effect on your refresh rate? For instance if you have 144hz or higher, you should stay on at least 286 fps for it to be optimal?

[quote=Comanglia]
fps_max - Why is this set to 240, and not for instance 300?
[/quote]
[quote=mastercoms]
240 is a multiple of 120, 60 and 240, while 300 is only a multiple of 60. Using a multiple for your fps_max makes the output smoother.[/quote]
Won't 240 fps have an effect on your refresh rate? For instance if you have 144hz or higher, you should stay on at least 286 fps for it to be optimal?
1400
#1400
0 Frags +

does the ultra preset take advantage of any sv_cheats 1 commands? just wondering since i was using it as a casting config rather than a playing config

does the ultra preset take advantage of any sv_cheats 1 commands? just wondering since i was using it as a casting config rather than a playing config
1401
#1401
0 Frags +

amusingly enough, i played with no player model eyes for so long that when i saw them on after installing ur config it felt weird

amusingly enough, i played with no player model eyes for so long that when i saw them on after installing ur config it felt weird
1402
#1402
3 Frags +
gemmdoes the ultra preset take advantage of any sv_cheats 1 commands? just wondering since i was using it as a casting config rather than a playing config

no, but I'm considering adding some

EevoveWon't 240 fps have an effect on your refresh rate? For instance if you have 144hz or higher, you should stay on at least 286 fps for it to be optimal?

For 144, I would recommend 288.

[quote=gemm]does the ultra preset take advantage of any sv_cheats 1 commands? just wondering since i was using it as a casting config rather than a playing config[/quote]
no, but I'm considering adding some
[quote=Eevove]
Won't 240 fps have an effect on your refresh rate? For instance if you have 144hz or higher, you should stay on at least 286 fps for it to be optimal?[/quote]
For 144, I would recommend 288.
1403
#1403
1 Frags +

projectiles are jittery for me, any command that could help on the issue? i have pretty bad internet which might be the cause, but it has never been this bad. my choke spikes to 1-4 now and then

projectiles are jittery for me, any command that could help on the issue? i have pretty bad internet which might be the cause, but it has never been this bad. my choke spikes to 1-4 now and then
1404
#1404
0 Frags +

did anyone benchmarked?

did anyone benchmarked?
1405
#1405
0 Frags +

Does the "-particles" launch option still exist for TF2?

Does the "-particles" launch option still exist for TF2?
1406
#1406
8 Frags +

Today I am releasing mastercomfig 6.8.0b1. This is a prerelease which has extensive configuration changes that need to be tested in preparation for their release in mastercomfig 7.

I would love to get your feedback on the performance of the config to ensure mastercomfig 7's release is as smooth as possible.

https://github.com/mastercoms/mastercomfig/releases/tag/6.8.0b1

zfnDoes the "-particles" launch option still exist for TF2?

It doesn't do anything for TF2.

Today I am releasing mastercomfig 6.8.0b1. This is a prerelease which has extensive configuration changes that need to be tested in preparation for their release in mastercomfig 7.

I would love to get your feedback on the performance of the config to ensure mastercomfig 7's release is as smooth as possible.

https://github.com/mastercoms/mastercomfig/releases/tag/6.8.0b1

[quote=zfn]Does the "-particles" launch option still exist for TF2?[/quote]
It doesn't do anything for TF2.
1407
#1407
7 Frags +

mastercomfig 6.8.0b2 https://github.com/mastercoms/mastercomfig/releases/tag/6.8.0b2

mastercomfig 6.8.0b2 https://github.com/mastercoms/mastercomfig/releases/tag/6.8.0b2
1408
#1408
5 Frags +

It's very possible that mastercomfig 7 will not be releasing on June 7 due to an Internet outage. Sorry for the inconvenience this may have caused you.

It's very possible that mastercomfig 7 will not be releasing on June 7 due to an Internet outage. Sorry for the inconvenience this may have caused you.
1409
#1409
1 Frags +
mastercomfigalias packet_buffer_balanced "setinfo packet_buffer balanced;cl_interp_ratio 1.15"

a missing interp_lan or you set just cl_interp_ratio?

edit: also

mastercomfigalias packet_buffer_very_high "setinfo packet_buffer very_high;cl_interp_ratio 3;interp_very_high"
setinfo packet_buffer_very_high ""

alias packet_buffer_high "setinfo packet_buffer high;cl_interp_ratio 3;interp_high"
setinfo packet_buffer_high ""

is that a typo too? they're similar and do same things, because

mastercomfigalias interp_high_very_high "cl_interp 0.0454545"
alias interp_high_high "cl_interp 0.0454545"
[quote=mastercomfig]alias packet_buffer_balanced "setinfo packet_buffer balanced;cl_interp_ratio 1.15"
[/quote]
a missing interp_lan or you set just cl_interp_ratio?

edit: also [quote=mastercomfig]alias packet_buffer_very_high "setinfo packet_buffer very_high;cl_interp_ratio 3;interp_very_high"
setinfo packet_buffer_very_high ""

alias packet_buffer_high "setinfo packet_buffer high;cl_interp_ratio 3;interp_high"
setinfo packet_buffer_high ""[/quote]
is that a typo too? they're similar and do same things, because [quote=mastercomfig]alias interp_high_very_high "cl_interp 0.0454545"
alias interp_high_high "cl_interp 0.0454545"[/quote]
1410
#1410
2 Frags +

mastercomfig 6.8.0b3 https://github.com/mastercoms/mastercomfig/releases/tag/6.8.0b3

mastercomfig 6.8.0b3 https://github.com/mastercoms/mastercomfig/releases/tag/6.8.0b3
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