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mastercomfig - fps/customization config
posted in Customization
121
#121
0 Frags +
mastercomsHow did you remove gibs and ragdolls?

What is LOD tweak?

idk how u made a graphics config without knowing how to remove gibs and ragdolls but its a series of console commands (u can find them in most toaster configs)

LOD Tweak is this:
http://www.teamfortress.tv/35876/get-quake-like-textures-high-lod-bias-again

[quote=mastercoms]
How did you remove gibs and ragdolls?

What is LOD tweak?
[/quote]
idk how u made a graphics config without knowing how to remove gibs and ragdolls but its a series of console commands (u can find them in most toaster configs)

LOD Tweak is this:
http://www.teamfortress.tv/35876/get-quake-like-textures-high-lod-bias-again
122
#122
5 Frags +
knsumeidk how u made a graphics config without knowing how to remove gibs and ragdolls but its a series of console commands (u can find them in most toaster configs)

I know, but most ragdolls disabling configs get a value wrong and cause a memory leak (possibly fixed in Tough Break). I wanted to make sure what values they were using.

[quote=knsume]
idk how u made a graphics config without knowing how to remove gibs and ragdolls but its a series of console commands (u can find them in most toaster configs)
[/quote]

I know, but most ragdolls disabling configs get a value wrong and cause a memory leak (possibly fixed in Tough Break). I wanted to make sure what values they were using.
123
#123
-2 Frags +
mastercomsJackStanleySo I ran myself a benchmark and it seems there are almost no FPS difference between Comanglia's and Mastercoms' (stabillity/maxframes) configs for me. Keep in mind I had my Opera browser opened with power save mode + I use LOD Tweak, dxlevel 80 + removed gibs, ragdolls and ect. for both of them.
How did you remove gibs and ragdolls?

What is LOD tweak?

And I recommend using the highest dxlevel supported by your card. But it comes down to what the benchmarks say, and personal preference. There are some things in dx8 that hurt performance depending on your specs. It makes up for it by disabling some effects not supported by it, but I think most of the important effects can be disabled in dx9 anyway.
SetsulHm, so I guess it comes down to benchmarking it with some perf tool.

It is time you learnt about the most common perfomance-increasing tools and tricks:)

LOD Tweak aka Low Bias

Max frames very essentials:

Show Content
// Disable sprays
cl_playerspraydisable 1
r_spray_lifetime 0

// Disable shadows
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
nb_shadow_dist 0

// Disable facial features
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0
r_eyemove 0
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyesize 0
blink_duration 0

// Disable ragdolls
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0

// Disable gibs
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0
[quote=mastercoms][quote=JackStanley]So I ran myself a benchmark and it seems there are almost no FPS difference between Comanglia's and Mastercoms' (stabillity/maxframes) configs for me. Keep in mind I had my Opera browser opened with power save mode + I use LOD Tweak, dxlevel 80 + removed gibs, ragdolls and ect. for both of them.
[/quote]

How did you remove gibs and ragdolls?

What is LOD tweak?

And I recommend using the highest dxlevel supported by your card. But it comes down to what the benchmarks say, and personal preference. There are some things in dx8 that hurt performance depending on your specs. It makes up for it by disabling some effects not supported by it, but I think most of the important effects can be disabled in dx9 anyway.

[quote=Setsul]
[/quote]
Hm, so I guess it comes down to benchmarking it with some perf tool.[/quote]

It is time you learnt about the most common perfomance-increasing tools and tricks:)

[url=http://etf2l.org/forum/customise/topic-17728/]LOD Tweak aka Low Bias[/url]

Max frames very essentials:

[spoiler]
// Disable sprays
cl_playerspraydisable 1
r_spray_lifetime 0

// Disable shadows
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
nb_shadow_dist 0

// Disable facial features
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0
r_eyemove 0
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyesize 0
blink_duration 0

// Disable ragdolls
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0

// Disable gibs
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0
[/spoiler]
124
#124
4 Frags +
JackStanleyMax frames very essentials

Please don't use these settings with my config. I already set these to optimal values in my main config and maxframes.cfg.

Main offenders: r_lod 2 (sets all models lod 2, even if they can go down to a lower lod, use r_rootlod 2 instead and set r_lod to -1), blink_duration 0 (doesn't do anything except divide by zero and possibly cause some errors/memory leaks), g_ragdoll_fadespeed 0 (this is the rate at which the ragdoll fades out, if it is 0 then it just takes up memory trying to do the impossible fade task per frame, though this might have been fixed in Tough Break), and I thought violence_hgibs 0 enabled low violence mode, which is worse for performance.

It is better to remove any extra configs you have for graphics and just suggest values to me. They might be ruining performance.

[quote=JackStanley]
Max frames very essentials
[/quote]

Please don't use these settings with my config. I already set these to optimal values in my main config and maxframes.cfg.

Main offenders: r_lod 2 (sets all models lod 2, even if they can go down to a lower lod, use r_rootlod 2 instead and set r_lod to -1), blink_duration 0 (doesn't do anything except divide by zero and possibly cause some errors/memory leaks), g_ragdoll_fadespeed 0 (this is the rate at which the ragdoll fades out, if it is 0 then it just takes up memory trying to do the impossible fade task per frame, though this might have been fixed in Tough Break), and I thought violence_hgibs 0 enabled low violence mode, which is worse for performance.

It is better to remove any extra configs you have for graphics and just suggest values to me. They might be ruining performance.
125
#125
9 Frags +

I've found some launch options that you peeps might want to test:

-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites

I've found some launch options that you peeps might want to test:

-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites
126
#126
0 Frags +
mastercomsI've found some launch options that you peeps might want to test:

-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites

-nosrgb looks really weird for my friend, but looks okay for me

I haven't noticed any visual changes with other launch options

edit: gonna run benchmarks soon
edit2: i suppose that is nouserclip's fault

[quote=mastercoms]I've found some launch options that you peeps might want to test:

-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites[/quote]


-nosrgb [url=https://cdn.discordapp.com/attachments/327137460960362496/345993300404338698/unknown.png]looks really weird[/url] for my friend, but [url=https://cdn.discordapp.com/attachments/327137460960362496/345992288951861268/unknown.png]looks okay[/url] for me

I haven't noticed any visual changes with other launch options

edit: gonna run benchmarks soon
edit2: i suppose [url=https://imgur.com/a/Aaziz]that is[/url] nouserclip's fault
127
#127
0 Frags +

Also @stabby mentioned before that cl_SetupAllBones 0 causes hitreg issues

Also [url=http://www.teamfortress.tv/user/stabby]@stabby[/url] mentioned before that cl_SetupAllBones 0 causes hitreg issues
128
#128
2 Frags +
JackStanleymastercomsI've found some launch options that you peeps might want to test:

-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites

-nosrgb looks really weird for my friend, but looks okay for me

I haven't noticed any visual changes with other launch options

edit: gonna run benchmarks soon

your friend has mat_filterlightmaps and mat_filtertextures set to 1, and it looks like you have it set to 0

[quote=JackStanley][quote=mastercoms]I've found some launch options that you peeps might want to test:

-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites[/quote]


-nosrgb [url=https://cdn.discordapp.com/attachments/327137460960362496/345993300404338698/unknown.png]looks really weird[/url] for my friend, but [url=https://cdn.discordapp.com/attachments/327137460960362496/345992288951861268/unknown.png]looks okay[/url] for me

I haven't noticed any visual changes with other launch options

edit: gonna run benchmarks soon[/quote]
your friend has mat_filterlightmaps and mat_filtertextures set to 1, and it looks like you have it set to 0
129
#129
2 Frags +
JackStanleyAlso @stabby mentioned before that cl_SetupAllBones 0 causes hitreg issues

Eh, unlikely. Most likely placebo.

[quote=JackStanley]Also [url=http://www.teamfortress.tv/user/stabby]@stabby[/url] mentioned before that cl_SetupAllBones 0 causes hitreg issues[/quote]

Eh, unlikely. Most likely placebo.
130
#130
1 Frags +

Sorry for kinda spamming, but these launch options seems really "buggy"

Show Content
Sorry for kinda spamming, but these launch options seems really "buggy"
[spoiler][img]https://i.imgur.com/wdsMYUK.jpg[/img][/spoiler]
131
#131
1 Frags +
JackStanleySorry for kinda spamming, but these launch options seems really "buggy"
Show Content

You know which launch option causes this? Most likely -nouserclip

Also are you still using dx8?

[quote=JackStanley]Sorry for kinda spamming, but these launch options seems really "buggy"
[spoiler][img]https://i.imgur.com/wdsMYUK.jpg[/img][/spoiler][/quote]

You know which launch option causes this? Most likely -nouserclip

Also are you still using dx8?
132
#132
1 Frags +
mastercomsJackStanleySorry for kinda spamming, but these launch options seems really "buggy"
Show Content

You know which launch option causes this?

I removed launch options you suggested one by one and removing -nosrgb fixed that

[quote=mastercoms][quote=JackStanley]Sorry for kinda spamming, but these launch options seems really "buggy"
[spoiler][img]https://i.imgur.com/wdsMYUK.jpg[/img][/spoiler][/quote]

You know which launch option causes this?[/quote]

I removed launch options you suggested one by one and removing -nosrgb fixed that
133
#133
3 Frags +
JackStanleyAlso @stabby mentioned before that cl_SetupAllBones 0 causes hitreg issues

@stabby didn't seem too sure: http://www.teamfortress.tv/post/756490/comanglias-config-fps-guide

[quote=JackStanley]Also [url=http://www.teamfortress.tv/user/stabby]@stabby[/url] mentioned before that cl_SetupAllBones 0 causes hitreg issues[/quote]
@stabby didn't seem too sure: http://www.teamfortress.tv/post/756490/comanglias-config-fps-guide
134
#134
2 Frags +
mastercomsJackStanleySorry for kinda spamming, but these launch options seems really "buggy"
Show Content

You know which launch option causes this? Most likely -nouserclip

Also are you still using dx8?

I switched to 90

edit: -nosrgb works fine on 80

[quote=mastercoms][quote=JackStanley]Sorry for kinda spamming, but these launch options seems really "buggy"
[spoiler][img]https://i.imgur.com/wdsMYUK.jpg[/img][/spoiler][/quote]

You know which launch option causes this? Most likely -nouserclip

Also are you still using dx8?[/quote]

I switched to 90

edit: -nosrgb works fine on 80
135
#135
14 Frags +

It's stabby, the guy who recommended launch options that don't exist.
You can't even afford the amount of salt you need to take his advice with.

It's stabby, the guy who recommended launch options that don't exist.
You can't even afford the amount of salt you need to take his advice with.
136
#136
6 Frags +
JackStanley
I switched to 90

edit: -nosrgb works fine on 80

So benchmarks soon then?

SetsulIt's stabby, the guy who recommended launch options that don't exist.
You can't even afford the amount of salt you need to take his advice with.

He's trying his best, and admits when he is unsure about things.

[quote=JackStanley]

I switched to 90

edit: -nosrgb works fine on 80[/quote]

So benchmarks soon then?

[quote=Setsul]It's stabby, the guy who recommended launch options that don't exist.
You can't even afford the amount of salt you need to take his advice with.[/quote]

He's trying his best, and admits when he is unsure about things.
137
#137
6 Frags +

Sometimes. Sometimes he's sure about things that are definitely wrong though.
Some claims can simply be ignored and all others should be tested before trusting them. If you want to study the placebo effect he's your guy. I mean he tries to get it right and believes what he says, but that doesn't make it correct.

Sometimes. Sometimes he's sure about things that are definitely wrong though.
Some claims can simply be ignored and all others should be tested before trusting them. If you want to study the placebo effect he's your guy. I mean he tries to get it right and believes what he says, but that doesn't make it correct.
138
#138
4 Frags +

Experimental launch options benchmark:

Show Content
2639 frames 23.924 seconds 110.31 fps ( 9.07 ms/f) 8.981 fps variability
-dxlevel 80 -console -windowed -noborder -w 1920 -h 1080 -novid -nouserclip -nops2b -softparticlesdefaultoff -nosrgb

2639 frames 25.473 seconds 103.60 fps ( 9.65 ms/f) 11.012 fps variability
-dxlevel 80 -console -windowed -noborder -w 1920 -h 1080 -novid

-nouserclip causes texture problem on dxlevel 80 too

Experimental launch options benchmark:
[spoiler]2639 frames 23.924 seconds 110.31 fps ( 9.07 ms/f) 8.981 fps variability
-dxlevel 80 -console -windowed -noborder -w 1920 -h 1080 -novid -nouserclip -nops2b -softparticlesdefaultoff -nosrgb

2639 frames 25.473 seconds 103.60 fps ( 9.65 ms/f) 11.012 fps variability
-dxlevel 80 -console -windowed -noborder -w 1920 -h 1080 -novid[/spoiler]

-nouserclip causes texture problem on dxlevel 80 too
139
#139
1 Frags +
JackStanleyExperimental launch options benchmark

Wow, that's a decent perf boost. I've been quite skeptical about using launch an extended list of launch options since all/most the ones that were really well known are obsolete but now I think that some of us might want to test those out!

[quote=JackStanley]Experimental launch options benchmark[/quote]

Wow, that's a decent perf boost. I've been quite skeptical about using launch an extended list of launch options since all/most the ones that were really well known are obsolete but now I think that some of us might want to test those out!
140
#140
15 Frags +

Config mains are so passive aggressive

Config mains are so passive aggressive
141
#141
1 Frags +

without using sillygibs, what would be the best way(s) to hide the gib effects? would it be possible to preload custom files (e.g. textures and/or scripts relating to gibs that are pointed to null or missing files) such that they work on all different sv_pure server types?

my main problem with gibs is that they can appear desynchronized from the victim. ideally, i'd like to completely hide the gib effects without relying on sillygibs & reducing my framerate. however, if there was a way to make them pop into existence in a less janky fashion, i could live with that.

without using sillygibs, what would be the best way(s) to hide the gib effects? would it be possible to preload custom files (e.g. textures and/or scripts relating to gibs that are pointed to null or missing files) such that they work on all different sv_pure server types?

my main problem with gibs is that they can appear desynchronized from the victim. ideally, i'd like to completely hide the gib effects without relying on sillygibs & reducing my framerate. however, if there was a way to make them pop into existence in a less janky fashion, i could live with that.
142
#142
1 Frags +
joshuawnwithout using sillygibs, what would be the best way(s) to hide the gib effects? would it be possible to preload custom files (e.g. textures and/or scripts relating to gibs that are pointed to null or missing files) such that they work on all different sv_pure server types?

You should be able to preload null models to hide them. Should work with both regular and silly gibs. I forget if clean tf2 does that for gibs or not, but it'd just be a matter of copying and renaming the model files. Same thing as the no hats mod basically.

Don't commands already disable gibs though? Sorry if I'm mistaken but I thought that was an option.

[quote=joshuawn]without using sillygibs, what would be the best way(s) to hide the gib effects? would it be possible to preload custom files (e.g. textures and/or scripts relating to gibs that are pointed to null or missing files) such that they work on all different sv_pure server types?[/quote]
You should be able to preload null models to hide them. Should work with both regular and silly gibs. I forget if clean tf2 does that for gibs or not, but it'd just be a matter of copying and renaming the model files. Same thing as the no hats mod basically.

Don't commands already disable gibs though? Sorry if I'm mistaken but I thought that was an option.
143
#143
1 Frags +
JarateKingjoshuawnwithout using sillygibs, what would be the best way(s) to hide the gib effects? would it be possible to preload custom files (e.g. textures and/or scripts relating to gibs that are pointed to null or missing files) such that they work on all different sv_pure server types?You should be able to preload null models to hide them. Should work with both regular and silly gibs. I forget if clean tf2 does that for gibs or not, but it'd just be a matter of copying and renaming the model files. Same thing as the no hats mod basically.

Don't commands already disable gibs though? Sorry if I'm mistaken but I thought that was an option.

mastercoms states in her config that disabling the violence_hgibs convar forces sillygibs (which, due to what i assume are other convars that aren't explicitly related to gibs, still hides them from view). i'm not sure if these hidden sillygibs still cause a performance loss versus regular gibs. if they do, i'll definitely be using your Clean TF2 mods.

there is another convar called tf_playergib, but i believe it's tied to a server setting which controls what type of gibs are shown.

also, i just realized that the major visual discrepancy that threw me off was violence_hblood. and since mastercoms verified that blood can be safely disabled, i'm satisfied as is. it has been so long since i used a config that enabled blood that it completely threw me off.

@JackStanley did you make sure to remove the -dxlevel launch option after you forced the game to use it (i.e. set it, instantly close the game after verifying in console that the dxlevel was set, and remove it)? playing the game while the launch option is active is known to cause performance & graphical problems.

[quote=JarateKing][quote=joshuawn]without using sillygibs, what would be the best way(s) to hide the gib effects? would it be possible to preload custom files (e.g. textures and/or scripts relating to gibs that are pointed to null or missing files) such that they work on all different sv_pure server types?[/quote]
You should be able to preload null models to hide them. Should work with both regular and silly gibs. I forget if clean tf2 does that for gibs or not, but it'd just be a matter of copying and renaming the model files. Same thing as the no hats mod basically.

Don't commands already disable gibs though? Sorry if I'm mistaken but I thought that was an option.[/quote]

mastercoms states in her config that disabling the violence_hgibs convar forces sillygibs (which, due to what i assume are other convars that aren't explicitly related to gibs, still hides them from view). i'm not sure if these hidden sillygibs still cause a performance loss versus regular gibs. if they do, i'll definitely be using your Clean TF2 mods.

there is another convar called tf_playergib, but i believe it's tied to a server setting which controls what type of gibs are shown.

also, i just realized that the major visual discrepancy that threw me off was violence_hblood. and since mastercoms verified that blood can be safely disabled, i'm satisfied as is. it has been so long since i used a config that enabled blood that it completely threw me off.

@JackStanley did you make sure to remove the -dxlevel launch option after you forced the game to use it (i.e. set it, instantly close the game after verifying in console that the dxlevel was set, and remove it)? playing the game while the launch option is active is known to cause performance & graphical problems.
144
#144
4 Frags +

I got some small gains (~+5 avg fps) from setting r_lod to "-1" from "2", and the "-softparticlesdefaultoff" and "-nouserclip" launch options. Thanks :)

As for "cl_setupallbones", I've never made any recommendations, just asked questions. Some config maker made the claim that the cvar was related to the major hit reg fix that came out a while back. I'd still be interested in knowing what the ideal value is.

I got some small gains (~+5 avg fps) from setting r_lod to "-1" from "2", and the "-softparticlesdefaultoff" and "-nouserclip" launch options. Thanks :)

As for "cl_setupallbones", I've never made any recommendations, just asked questions. Some config maker made the claim that the cvar was related to the major hit reg fix that came out a while back. I'd still be interested in knowing what the ideal value is.
145
#145
3 Frags +
mastercomsI've found some launch options that you peeps might want to test:

-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites

I'm curious how you "find" launch options. Were these just added recently, or have they been there since release but no one has stumbled upon them yet? Is there a full list of launch options somewhere?

Also for the other launch options you list such as -nojoy, -useforcedmparms, -noforcemaccel and -noforcemspd, why did Chris tell us they don't work here?

[quote=mastercoms]I've found some launch options that you peeps might want to test:

-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites[/quote]
I'm curious how you "find" launch options. Were these just added recently, or have they been there since release but no one has stumbled upon them yet? Is there a full list of launch options somewhere?

Also for the other launch options you list such as -nojoy, -useforcedmparms, -noforcemaccel and -noforcemspd, why did Chris tell us they don't work [url=http://etf2l.org/forum/customise/topic-16829/]here?[/url]
146
#146
2 Frags +
zfnI'm curious how you "find" launch options. Were these just added recently, or have they been there since release but no one has stumbled upon them yet? Is there a full list of launch options somewhere?

Also for the other launch options you list such as -nojoy, -useforcedmparms, -noforcemaccel and -noforcemspd, why did Chris tell us they don't work here?

They've been there since release. I just looked through the source code to find them.

I don't know why Chris claimed this because I can verify even without source code that nojoy does affect the game's behavior. TF2 outputs "Did not detect any valid joysticks" to stdout when nojoy is not present. Not sure about the mouse acceleration commands since I haven't used Windows in years. But from my memory, I remember them affecting mouse acceleration.

stabbyI'd still be interested in knowing what the ideal value is.

I would definitely recommend cl_SetupAllBones 0. Also any reason why you didn't use -nops2b?

joshuawnmastercoms states in her config that disabling the violence_hgibs convar forces sillygibs (which, due to what i assume are other convars that aren't explicitly related to gibs, still hides them from view). i'm not sure if these hidden sillygibs still cause a performance loss versus regular gibs.

also, i just realized that the major visual discrepancy that threw me off was violence_hblood. and since mastercoms verified that blood can be safely disabled, i'm satisfied as is. it has been so long since i used a config that enabled blood that it completely threw me off.

After looking at the code again, I think setting any of the violence_ cvars to 0 enables low violence mode/silly gibs, but I'm pretty sure the code I'm looking at is outdated so I'll have to test in game. The best way to disable gibs is through the prop break max pieces commands, I believe. Not sure about blood, how was this done traditionally?

Found a few more launch options, though I haven't fully investigated them yet

-mat_softwaretl : forces software vertex processing, might be useful for bad GPUs
-limitvsconst : limits hardware vertex shader constants to 256, don't think this one will be too useful
-primarysound : uses a single sound buffer, not sure what the real impact of this is
-snoforceformat : skips force setting of sound buffer format, not sure what the real impact of this is
-reuse : allow network sockets to be reused when busy (sets SO_REUSEADDR), not sure about this one but i tested it earlier and i didn't have any bad results with it, maybe someone with a better feel for net settings can test this
-usetcp : allows usage of TCP, probably useless because I'm not sure where TCP would be used in TF2, I'll have to investigate further

Some more kinda useless ones:
-shadersondemand : initialize shaders on use, though it still seems to allocate memory for the shaders, so don't see any use case for this...
-random_invariant : use the same seed for local RNG every launch, don't see a use besides debugging
-small : allow resolutions smaller than 640x480
-filmgrain : may enable a film grain effect, crashed on my PC when I entered a game

[quote=zfn]
I'm curious how you "find" launch options. Were these just added recently, or have they been there since release but no one has stumbled upon them yet? Is there a full list of launch options somewhere?

Also for the other launch options you list such as -nojoy, -useforcedmparms, -noforcemaccel and -noforcemspd, why did Chris tell us they don't work [url=http://etf2l.org/forum/customise/topic-16829/]here?[/url][/quote]

They've been there since release. I just looked through the source code to find them.

I don't know why Chris claimed this because I can verify even without source code that nojoy does affect the game's behavior. TF2 outputs "Did not detect any valid joysticks" to stdout when nojoy is not present. Not sure about the mouse acceleration commands since I haven't used Windows in years. But from my memory, I remember them affecting mouse acceleration.

[quote=stabby]
I'd still be interested in knowing what the ideal value is.[/quote]

I would definitely recommend cl_SetupAllBones 0. Also any reason why you didn't use -nops2b?


[quote=joshuawn]
mastercoms states in her config that disabling the violence_hgibs convar forces sillygibs (which, due to what i assume are other convars that aren't explicitly related to gibs, still hides them from view). i'm not sure if these hidden sillygibs still cause a performance loss versus regular gibs.

also, i just realized that the major visual discrepancy that threw me off was violence_hblood. and since mastercoms verified that blood can be safely disabled, i'm satisfied as is. it has been so long since i used a config that enabled blood that it completely threw me off.
[/quote]
After looking at the code again, I think setting any of the violence_ cvars to 0 enables low violence mode/silly gibs, but I'm pretty sure the code I'm looking at is outdated so I'll have to test in game. The best way to disable gibs is through the prop break max pieces commands, I believe. Not sure about blood, how was this done traditionally?


Found a few more launch options, though I haven't fully investigated them yet

-mat_softwaretl : forces software vertex processing, might be useful for bad GPUs
-limitvsconst : limits hardware vertex shader constants to 256, don't think this one will be too useful
-primarysound : uses a single sound buffer, not sure what the real impact of this is
-snoforceformat : skips force setting of sound buffer format, not sure what the real impact of this is
-reuse : allow network sockets to be reused when busy (sets SO_REUSEADDR), not sure about this one but i tested it earlier and i didn't have any bad results with it, maybe someone with a better feel for net settings can test this
-usetcp : allows usage of TCP, probably useless because I'm not sure where TCP would be used in TF2, I'll have to investigate further

Some more kinda useless ones:
-shadersondemand : initialize shaders on use, though it still seems to allocate memory for the shaders, so don't see any use case for this...
-random_invariant : use the same seed for local RNG every launch, don't see a use besides debugging
-small : allow resolutions smaller than 640x480
-filmgrain : may enable a film grain effect, crashed on my PC when I entered a game
147
#147
2 Frags +
mastercomsstabbyI'd still be interested in knowing what the ideal value is.I would definitely recommend cl_SetupAllBones 0.

is there any proof about how cl_SetupAllBones 0/1 affects hit reg?
also, why do you prefer 0 over 1?

[quote=mastercoms]
[quote=stabby]
I'd still be interested in knowing what the ideal value is.[/quote]
I would definitely recommend cl_SetupAllBones 0.
[/quote]
is there any proof about how cl_SetupAllBones 0/1 affects hit reg?
also, why do you prefer 0 over 1?
148
#148
3 Frags +

sorry for the dumb question, but does anyone know why i can't move in walkway/other tr maps after i started using this config

sorry for the dumb question, but does anyone know why i can't move in walkway/other tr maps after i started using this config
149
#149
2 Frags +
kaeosis there any proof about how cl_SetupAllBones 0/1 affects hit reg?
also, why do you prefer 0 over 1?

Well bones affect animations in a way, but I don't think cl_SetupAllBones sets up any useful bones. There hasn't been any proof from anyone that cl_SetupAllBones actually helps hitreg.

0 is better because it doesn't force uselessly setting up bones.

himari_tfsorry for the dumb question, but does anyone know why i can't move in walkway/other tr maps after i started using this config

In local servers, you'll have to set host_thread_mode 0. Not a dumb question. Remember to set it back to host_thread_mode 1 when you're going to join a server.

[quote=kaeos]
is there any proof about how cl_SetupAllBones 0/1 affects hit reg?
also, why do you prefer 0 over 1?[/quote]

Well bones affect animations in a way, but I don't think cl_SetupAllBones sets up any useful bones. There hasn't been any proof from anyone that cl_SetupAllBones actually helps hitreg.

0 is better because it doesn't force uselessly setting up bones.

[quote=himari_tf]sorry for the dumb question, but does anyone know why i can't move in walkway/other tr maps after i started using this config[/quote]
In local servers, you'll have to set host_thread_mode 0. Not a dumb question. Remember to set it back to host_thread_mode 1 when you're going to join a server.
150
#150
3 Frags +
mastercomsIn local servers, you'll have to set host_thread_mode 0. Not a dumb question.

thanks a lot ^^

[quote=mastercoms]
In local servers, you'll have to set host_thread_mode 0. Not a dumb question.[/quote]
thanks a lot ^^
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