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mastercomfig - fps/customization config
posted in Customization
151
#151
3 Frags +

-nops2b makes my tf2 look foggy.

-nops2b makes my tf2 look foggy.
152
#152
0 Frags +
Hopps-nops2b makes my tf2 look foggy.

Foggy? Could you expand on that please or maybe share a screenshot?

[quote=Hopps]-nops2b makes my tf2 look foggy.[/quote]

Foggy? Could you expand on that please or maybe share a screenshot?
153
#153
2 Frags +
mastercomsFoggy? Could you expand on that please or maybe share a screenshot?

http://imgur.com/a/rojUA

[quote=mastercoms]Foggy? Could you expand on that please or maybe share a screenshot?[/quote]
http://imgur.com/a/rojUA
154
#154
2 Frags +
mastercomszfnI'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any of the violence_ cvars to 0 enables low violence mode/silly gibs, but I'm pretty sure the code I'm looking at is outdated so I'll have to test in game.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

-nops2b did give a tiny boost but caused a hazy "fog" to appear, more pronouncedly on some maps than others.

The accel launch options can only do anything if the player isn't using m_rawinput 1, which they should be.

Re: cl_setupallbones....do we know what it is and/or whether it is at all related to the hit reg update?

[quote=mastercoms][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[/quote]
-nops2b did give a tiny boost but caused a hazy "fog" to appear, more pronouncedly on some maps than others.

The accel launch options can only do anything if the player isn't using m_rawinput 1, which they should be.

Re: cl_setupallbones....do we know what it is and/or whether it is at all related to the hit reg update?
155
#155
2 Frags +
mastercomszfnI'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

-mat_softwaretl causes unplayable lag

Benchmarks:

Show Content
-dxlevel 80 -console -windowed -noborder -w 1920 -h 1080 -novid -toconsole +mat_forcehardwaresync 0 -nocdaudio -noipx -nojoy +snd_surround_speakers 7 -noforcemaccel -noforcemparms -noforcemspd -limitvsconst -primarysound -snoforceformat -reuse
2639 frames 22.569 seconds 116.93 fps ( 8.55 ms/f) 9.735 fps variability

-dxlevel 80 -console -windowed -noborder -w 1920 -h 1080 -novid -toconsole +mat_forcehardwaresync 0 -nocdaudio -noipx -nojoy +snd_surround_speakers 7 -noforcemaccel -noforcemparms -noforcemspd
2639 frames 22.879 seconds 115.35 fps ( 8.67 ms/f) 8.093 fps variability
[quote=mastercoms][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[/quote]

-mat_softwaretl causes unplayable lag

Benchmarks:
[spoiler]-dxlevel 80 -console -windowed -noborder -w 1920 -h 1080 -novid -toconsole +mat_forcehardwaresync 0 -nocdaudio -noipx -nojoy +snd_surround_speakers 7 -noforcemaccel -noforcemparms -noforcemspd -limitvsconst -primarysound -snoforceformat -reuse
2639 frames 22.569 seconds 116.93 fps ( 8.55 ms/f) 9.735 fps variability

-dxlevel 80 -console -windowed -noborder -w 1920 -h 1080 -novid -toconsole +mat_forcehardwaresync 0 -nocdaudio -noipx -nojoy +snd_surround_speakers 7 -noforcemaccel -noforcemparms -noforcemspd
2639 frames 22.879 seconds 115.35 fps ( 8.67 ms/f) 8.093 fps variability
[/spoiler]
156
#156
0 Frags +
Hopps-nops2b makes my tf2 look foggy.stabby-nops2b did give a tiny boost but caused a hazy "fog" to appear, more pronouncedly on some maps than others.

Maybe r_pixelfog 0 is the solution. However, I think the less dense fog is only possible with pixel shaders 2.0b, now that I think about it.

stabbyRe: cl_setupallbones....do we know what it is and/or whether it is at all related to the hit reg update?

Hitreg update? cl_SetupAllBones has been there since release and forces every bone to be set up. Generally, the engine has a good idea of what bones to set up and which ones to not set up, so I don't think the CVar is necessary.

JackStanleyBenchmarks:

-noipx doesn't exist anymore, nor does -nocdaudio. Were you able to notice a difference in sound or networking with primarysound, snoforceformat and reuse?

[quote=Hopps]-nops2b makes my tf2 look foggy.[/quote]
[quote=stabby]
-nops2b did give a tiny boost but caused a hazy "fog" to appear, more pronouncedly on some maps than others.
[/quote]
Maybe r_pixelfog 0 is the solution. However, I think the less dense fog is only possible with pixel shaders 2.0b, now that I think about it.

[quote=stabby]
Re: cl_setupallbones....do we know what it is and/or whether it is at all related to the hit reg update?
[/quote]
Hitreg update? cl_SetupAllBones has been there since release and forces every bone to be set up. Generally, the engine has a good idea of what bones to set up and which ones to not set up, so I don't think the CVar is necessary.

[quote=JackStanley]
Benchmarks:
[/quote]
-noipx doesn't exist anymore, nor does -nocdaudio. Were you able to notice a difference in sound or networking with primarysound, snoforceformat and reuse?
157
#157
1 Frags +
mastercomsHopps-nops2b makes my tf2 look foggy.stabby-nops2b did give a tiny boost but caused a hazy "fog" to appear, more pronouncedly on some maps than others.Maybe r_pixelfog 0 is the solution. However, I think the less dense fog is only possible with pixel shaders 2.0b, now that I think about it.
stabbyRe: cl_setupallbones....do we know what it is and/or whether it is at all related to the hit reg update?Hitreg update? cl_SetupAllBones has been there since release and forces every bone to be set up. Generally, the engine has a good idea of what bones to set up and which ones to not set up, so I don't think the CVar is necessary.
JackStanleyBenchmarks:-noipx doesn't exist anymore, nor does -nocdaudio. Were you able to notice a difference in sound or networking with primarysound, snoforceformat and reuse?

Since I only ran benchmarks and visited tr_walkway, I haven't noticed any difference

[quote=mastercoms][quote=Hopps]-nops2b makes my tf2 look foggy.[/quote]
[quote=stabby]
-nops2b did give a tiny boost but caused a hazy "fog" to appear, more pronouncedly on some maps than others.
[/quote]
Maybe r_pixelfog 0 is the solution. However, I think the less dense fog is only possible with pixel shaders 2.0b, now that I think about it.

[quote=stabby]
Re: cl_setupallbones....do we know what it is and/or whether it is at all related to the hit reg update?
[/quote]
Hitreg update? cl_SetupAllBones has been there since release and forces every bone to be set up. Generally, the engine has a good idea of what bones to set up and which ones to not set up, so I don't think the CVar is necessary.

[quote=JackStanley]
Benchmarks:
[/quote]
-noipx doesn't exist anymore, nor does -nocdaudio. Were you able to notice a difference in sound or networking with primarysound, snoforceformat and reuse?[/quote]

Since I only ran benchmarks and visited tr_walkway, I haven't noticed any difference
158
#158
-35 Frags +

can you guys shut up and just use comangalias config lol

can you guys shut up and just use comangalias config lol
159
#159
9 Frags +

can someone upload screenshots of -nosrgb on vs off thank you

can someone upload screenshots of -nosrgb on vs off thank you
160
#160
10 Frags +

@mastercoms Are you changing the config and updating the link each time you find something new or implement somebody's suggestion ?

Also when do you expect to release a "final" (aka more polished and further tested) version of your config ?

@mastercoms Are you changing the config and updating the link each time you find something new or implement somebody's suggestion ?

Also when do you expect to release a "final" (aka more polished and further tested) version of your config ?
161
#161
0 Frags +

Have anyone tried Native Libraries?
What are the benefits of having it?

Have anyone tried Native Libraries?
What are the benefits of having it?
162
#162
2 Frags +
osvaldo@mastercoms Are you changing the config and updating the link each time you find something new or implement somebody's suggestion ?

Also when do you expect to release a "final" (aka more polished and further tested) version of your config ?

It is on git, so it is updated and has history of all changes (commits). I update the config almost daily according to suggestions and my own improvements. The config is constantly being improved so I don't think there will be a final version. However, I'm planning on polishing much more soon after the pyro update comes out.

HoppsHave anyone tried Native Libraries?
What are the benefits of having it?

Benefits of having it is you get updated graphical and memory libraries for TF2, which improves compatibility and performance. But, you might get VAC banned.

[quote=osvaldo]@mastercoms Are you changing the config and updating the link each time you find something new or implement somebody's suggestion ?

Also when do you expect to release a "final" (aka more polished and further tested) version of your config ?[/quote]
It is on git, so it is updated and has history of all changes (commits). I update the config almost daily according to suggestions and my own improvements. The config is constantly being improved so I don't think there will be a final version. However, I'm planning on polishing much more soon after the pyro update comes out.

[quote=Hopps]Have anyone tried Native Libraries?
What are the benefits of having it?[/quote]
Benefits of having it is you get updated graphical and memory libraries for TF2, which improves compatibility and performance. But, you might get VAC banned.
163
#163
1 Frags +

Are the Native Libraries for Linux based systems only? I haven't found any of these two files you mentioned in readme.txt, also the Native Libraries done absolutely nothing on Windows OS. No VAC ban since it has done nothing. Too lazy to load Ubuntu for now, sorry :P

Are the Native Libraries for Linux based systems only? I haven't found any of these two files you mentioned in readme.txt, also the Native Libraries done absolutely nothing on Windows OS. No VAC ban since it has done nothing. Too lazy to load Ubuntu for now, sorry :P
164
#164
1 Frags +
joshuawnJarateKingjoshuawnwithout 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.

Im so sorry for late replying, Do you mean forcing dxlevel or leaving launch options window opened causes the game problems? I can't be sure for now, but probably i closed it and hadn't changed options while the game was opened

[quote=joshuawn][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.[/quote]

Im so sorry for late replying, Do you mean forcing dxlevel or leaving launch options window opened causes the game problems? I can't be sure for now, but probably i closed it and hadn't changed options while the game was opened
165
#165
1 Frags +
JackStanleyIm so sorry for late replying, Do you mean forcing dxlevel or leaving launch options window opened causes the game problems? I can't be sure for now, but probably i closed it and hadn't changed options while the game was opened

-dxlevel is just meant as a one-time launch option. you're supposed to add it & launch the game, go into console to verify that mat_dxlevel matches your -dxlevel specification, then close the game & remove the -dxlevel option. you should not keep -dxlevel within your launch options for general game use.

since you already set the directx level to 8.0, you can just remove -dxlevel from your launch options. afterwards, run the benchmarks again & verify if your runtime stats are any different.

and yes, the native library instructions are targeted towards linux users.

[quote=JackStanley]
Im so sorry for late replying, Do you mean forcing dxlevel or leaving launch options window opened causes the game problems? I can't be sure for now, but probably i closed it and hadn't changed options while the game was opened[/quote]

-dxlevel is just meant as a one-time launch option. you're supposed to add it & launch the game, go into console to verify that mat_dxlevel matches your -dxlevel specification, then close the game & remove the -dxlevel option. you should not keep -dxlevel within your launch options for general game use.

since you already set the directx level to 8.0, you can just remove -dxlevel from your launch options. afterwards, run the benchmarks again & verify if your runtime stats are any different.

and yes, the native library instructions are targeted towards linux users.
166
#166
1 Frags +
JackStanleyAre the Native Libraries for Linux based systems only? I haven't found any of these two files you mentioned in readme.txt, also the Native Libraries done absolutely nothing on Windows OS. No VAC ban since it has done nothing. Too lazy to load Ubuntu for now, sorry :P

Only for OpenGL based systems: Linux and macOS.

[quote=JackStanley]Are the Native Libraries for Linux based systems only? I haven't found any of these two files you mentioned in readme.txt, also the Native Libraries done absolutely nothing on Windows OS. No VAC ban since it has done nothing. Too lazy to load Ubuntu for now, sorry :P[/quote]

Only for OpenGL based systems: Linux and macOS.
167
#167
1 Frags +
mastercomsJackStanleyAre the Native Libraries for Linux based systems only?
Only for OpenGL based systems: Linux and macOS.

I was kinda excited to try this out. but I'm also not down to risk a VAC just for a few more frames :/

[quote=mastercoms][quote=JackStanley]Are the Native Libraries for Linux based systems only?[/quote]

Only for OpenGL based systems: Linux and macOS.[/quote]
I was kinda excited to try this out. but I'm also not down to risk a VAC just for a few more frames :/
168
#168
1 Frags +
googleblehI was kinda excited to try this out. but I'm also not down to risk a VAC just for a few more frames :/

Good idea.

Here is a new launch option that Windows users should try: -r_emulate_gl

More launch options for everyone to try: -64OS, -arbmode, -disable_d3d9_hacks and -mpi -mpi_AutoLocalWorker

I don't know what these will do since they are extracted from the executables and DLLs and I don't have source code access. But benchmarks should show if each of these settings do anything on different people's PCs.

[quote=googlebleh]
I was kinda excited to try this out. but I'm also not down to risk a VAC just for a few more frames :/[/quote]
Good idea.


Here is a new launch option that Windows users should try: -r_emulate_gl

More launch options for everyone to try: -64OS, -arbmode, -disable_d3d9_hacks and -mpi -mpi_AutoLocalWorker

I don't know what these will do since they are extracted from the executables and DLLs and I don't have source code access. But benchmarks should show if each of these settings do anything on different people's PCs.
169
#169
5 Frags +
vanican someone upload screenshots of -nosrgb on vs off thank you

process: http://imgur.com/a/Mdg7V
gullywash: http://imgur.com/a/54iA7
snakewater: http://imgur.com/a/p1Rwb

Here is -nosrgb. I think the difference is apparent enough.

[quote=vani]can someone upload screenshots of -nosrgb on vs off thank you[/quote]
process: http://imgur.com/a/Mdg7V
gullywash: http://imgur.com/a/54iA7
snakewater: http://imgur.com/a/p1Rwb

Here is -nosrgb. I think the difference is apparent enough.
170
#170
1 Frags +
mastercomsHopps-nops2b makes my tf2 look foggy.stabby-nops2b did give a tiny boost but caused a hazy "fog" to appear, more pronouncedly on some maps than others.Maybe r_pixelfog 0 is the solution. However, I think the less dense fog is only possible with pixel shaders 2.0b, now that I think about it.
stabbyRe: cl_setupallbones....do we know what it is and/or whether it is at all related to the hit reg update?Hitreg update? cl_SetupAllBones has been there since release and forces every bone to be set up. Generally, the engine has a good idea of what bones to set up and which ones to not set up, so I don't think the CVar is necessary.
JackStanleyBenchmarks:-noipx doesn't exist anymore, nor does -nocdaudio. Were you able to notice a difference in sound or networking with primarysound, snoforceformat and reuse?

Hit reg fix update: https://www.engadget.com/2017/02/15/team-fortress-2-patch-fixes-decade-old-bug/

I dunno, since have cl_setupallbones set to '0' doesn't really give me a substantial FPS increase, I'm going to error on the side of caution with '1' until I've been properly comforted.

Tried those new launch options, and actually got a good +5 average fps bump with -disable_d3d9_hacks :D

I'm interested in -r_emulate_gl in terms of how it affects mouse input, despite it not having any frame-rate impact for me.

[quote=mastercoms][quote=Hopps]-nops2b makes my tf2 look foggy.[/quote]
[quote=stabby]
-nops2b did give a tiny boost but caused a hazy "fog" to appear, more pronouncedly on some maps than others.
[/quote]
Maybe r_pixelfog 0 is the solution. However, I think the less dense fog is only possible with pixel shaders 2.0b, now that I think about it.

[quote=stabby]
Re: cl_setupallbones....do we know what it is and/or whether it is at all related to the hit reg update?
[/quote]
Hitreg update? cl_SetupAllBones has been there since release and forces every bone to be set up. Generally, the engine has a good idea of what bones to set up and which ones to not set up, so I don't think the CVar is necessary.

[quote=JackStanley]
Benchmarks:
[/quote]
-noipx doesn't exist anymore, nor does -nocdaudio. Were you able to notice a difference in sound or networking with primarysound, snoforceformat and reuse?[/quote]
Hit reg fix update: https://www.engadget.com/2017/02/15/team-fortress-2-patch-fixes-decade-old-bug/

I dunno, since have cl_setupallbones set to '0' doesn't really give me a substantial FPS increase, I'm going to error on the side of caution with '1' until I've been properly comforted.

Tried those new launch options, and actually got a good +5 average fps bump with -disable_d3d9_hacks :D

I'm interested in -r_emulate_gl in terms of how it affects mouse input, despite it not having any frame-rate impact for me.
171
#171
0 Frags +
stabbyHit reg fix update: https://www.engadget.com/2017/02/15/team-fortress-2-patch-fixes-decade-old-bug/

I dunno, since have cl_setupallbones set to '0' doesn't really give me a substantial FPS increase, I'm going to error on the side of caution with '1' until I've been properly comforted.

Tried those new launch options, and actually got a good +5 average fps bump with -disable_d3d9_hacks :D

I'm interested in -r_emulate_gl in terms of how it affects mouse input, despite it not having any frame-rate impact for me.

I'm assuming the other launch options you didn't mention didn't have an effect. Anyway, not sure what -r_emulate_gl will exactly do, but if it is improving mouse input, that's good to hear!

EDIT: Forgot to say that the mentioned hitreg update is not really related to cl_SetupAllBones.

[quote=stabby]
Hit reg fix update: https://www.engadget.com/2017/02/15/team-fortress-2-patch-fixes-decade-old-bug/

I dunno, since have cl_setupallbones set to '0' doesn't really give me a substantial FPS increase, I'm going to error on the side of caution with '1' until I've been properly comforted.

Tried those new launch options, and actually got a good +5 average fps bump with -disable_d3d9_hacks :D

I'm interested in -r_emulate_gl in terms of how it affects mouse input, despite it not having any frame-rate impact for me.
[/quote]

I'm assuming the other launch options you didn't mention didn't have an effect. Anyway, not sure what -r_emulate_gl will exactly do, but if it is improving mouse input, that's good to hear!

EDIT: Forgot to say that the mentioned hitreg update is not really related to cl_SetupAllBones.
172
#172
4 Frags +

thanks very much mastercoms, this works great and i like the ability to have gibs on without sacrificing my fps
awesome job :D

thanks very much mastercoms, this works great and i like the ability to have gibs on without sacrificing my fps
awesome job :D
173
#173
6 Frags +
seedsthanks very much mastercoms, this works great and i like the ability to have gibs on without sacrificing my fps
awesome job :D

<3 thank you soooo much. comments like this mean like the world to me!!!! :)

[quote=seeds]thanks very much mastercoms, this works great and i like the ability to have gibs on without sacrificing my fps
awesome job :D[/quote]

<3 thank you soooo much. comments like this mean like the world to me!!!! :)
174
#174
3 Frags +
mastercomsMaybe r_pixelfog 0 is the solution. However, I think the less dense fog is only possible with pixel shaders 2.0b, now that I think about it

The foggy appearance remains even with r_pixelfog 0

[quote=mastercoms]
Maybe r_pixelfog 0 is the solution. However, I think the less dense fog is only possible with pixel shaders 2.0b, now that I think about it
[/quote]
The foggy appearance remains even with r_pixelfog 0
175
#175
3 Frags +
mastercomszfnI'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.

I see, thank you.

Testing it out, I'm very happy with this config. My game runs silky smooth now, whereas when I used comanglias my game was very choppy. And I like how almost every command is documented, so I know what exactly I'm turning on or off.

Can I make a small request? Can you add all these experimental launch options into a document as you find them so I don't have to scroll through this thread later on trying to find them again?

Great stuff keep it up!

[quote=mastercoms][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]

I see, thank you.

Testing it out, I'm very happy with this config. My game runs silky smooth now, whereas when I used comanglias my game was very choppy. And I like how almost every command is documented, so I know what exactly I'm turning on or off.

Can I make a small request? Can you add all these experimental launch options into a document as you find them so I don't have to scroll through this thread later on trying to find them again?

Great stuff keep it up!
176
#176
0 Frags +
zfnmastercomszfnI'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.

I see, thank you.

Testing it out, I'm very happy with this config. My game runs silky smooth now, whereas when I used comanglias my game was very choppy. And I like how almost every command is documented, so I know what exactly I'm turning on or off.

Can I make a small request? Can you add all these experimental launch options into a document as you find them so I don't have to scroll through this thread later on trying to find them again?

Great stuff keep it up!

The config was updated literally 6 hours ago and these options were added, check the git

[quote=zfn][quote=mastercoms][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]

I see, thank you.

Testing it out, I'm very happy with this config. My game runs silky smooth now, whereas when I used comanglias my game was very choppy. And I like how almost every command is documented, so I know what exactly I'm turning on or off.

Can I make a small request? Can you add all these experimental launch options into a document as you find them so I don't have to scroll through this thread later on trying to find them again?

Great stuff keep it up![/quote]

The config was updated literally 6 hours ago and these options were added, check the git
177
#177
0 Frags +
JackStanleyThe config was updated literally 6 hours ago and these options were added, check the git

Oh sorry, you're right. I was using an older version and didn't realised these were added.

[quote=JackStanley]The config was updated literally 6 hours ago and these options were added, check the git[/quote]

Oh sorry, you're right. I was using an older version and didn't realised these were added.
178
#178
0 Frags +
znTesting it out, I'm very happy with this config. My game runs silky smooth now, whereas when I used comanglias my game was very choppy. And I like how almost every command is documented, so I know what exactly I'm turning on or off.

Great stuff keep it up!

Thanks so much!! <3 Glad it is working well for you.

If you find even the tiniest thing you'd like to for me to make better, please leave it in the thread!

HoppsThe foggy appearance remains even with r_pixelfog 0

Ok, I guess I'll reserve that launch option for potatos or people who prefer the thicker fog.

[quote=zn]
Testing it out, I'm very happy with this config. My game runs silky smooth now, whereas when I used comanglias my game was very choppy. And I like how almost every command is documented, so I know what exactly I'm turning on or off.

Great stuff keep it up!
[/quote]
Thanks so much!! <3 Glad it is working well for you.

If you find even the tiniest thing you'd like to for me to make better, please leave it in the thread!

[quote=Hopps]
The foggy appearance remains even with r_pixelfog 0[/quote]
Ok, I guess I'll reserve that launch option for potatos or people who prefer the thicker fog.
179
#179
1 Frags +
mastercomsHoppsThe foggy appearance remains even with r_pixelfog 0Ok, I guess I'll reserve that launch option for potatos or people who prefer the thicker fog.

r_pixelfog is different for nvidia and amd graphic cards, r_pixelfog 1 is off on nvidia but on on amd
i speak from perspective of current owner of gtx 1060 and former owner of radeon 6850

[quote=mastercoms]
[quote=Hopps]
The foggy appearance remains even with r_pixelfog 0[/quote]
Ok, I guess I'll reserve that launch option for potatos or people who prefer the thicker fog.[/quote]
r_pixelfog is different for nvidia and amd graphic cards, r_pixelfog 1 is off on nvidia but on on amd
i speak from perspective of current owner of gtx 1060 and former owner of radeon 6850
180
#180
3 Frags +

Loving the config, probably the best one i've tried out so far, but how do I get it to work with offline servers?

Loving the config, probably the best one i've tried out so far, but how do I get it to work with offline servers?
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