Upvote Upvoted 2 Downvote Downvoted
How to do the LOD thing on Linux
posted in Customization
1
#1
0 Frags +


EDIT: Scope transparency is bannable in RGL, do not utilize STRANGLE_PICMIP values which cause scope transparency(further testing from Zesty shows it depends on your setup. Mine was tested with a 5700XT) STRANGLE_PICMIP=9 to 17 when playing in RGL, and they probably fuck too much shit up anyways to be worthwhile, so probably don't use them in general. https://docs.google.com/document/d/1jfp2o6X4m0zdrX50kZ5YNsrvBANqxfDb-nEsRBb1wh0/view Section 1003.3 covers explicitly disallowed mods.
STRANGLE_PICMIP ranges causing this issue on my setup with a 5700XT and mesa are STRANGLE_PICMIP=9 to 17. They aren't generally advantageous due to some warping caused that makes where you're shooting somewhat inaccurate anyways, so probably don't use those settings regardless. Using PICMIP levels outside of your problem ranges should be fine, just check your rifle in a pub first.

use libstrangle https://gitlab.com/torkel104/libstrangle
I use STRANGLE_PICMIP=3
The downside is that it also makes the match hud less legible. The sweet spot where it's legible enough is 3 along with the sweetspot where you can see through most gates in the situations where you actually need to see through them is 3. This also goes for the ashville batts grates if you want to see both up into batts and from the top of batts to below batts. It can be a problem on farther gates though like upward first pregame. If someone finds a better option for AMD users please send it because I'm still looking.

Currently, I think if you set GL_TEXTURE_FILTER_CONTROL and GL_TEXTURE_LOD_BIAS manually based on what libstrangle uses for its picmip setting you may be able to change what is affected by this workaround, but I haven't tested that yet, and I don't know what the equivalents are for linux nvidia users because that is a cursed setup.

Edit: At STRANGLE_PICMIP=4 and above it affects the rendering of the fences on swiftwater third and causes most payload gates to be unable to be seen through at specific ranges. It's somewhere around STRANGLE_PICMIP=10 that the grates on gates stop rendering entirely.

[b]
EDIT: Scope transparency is bannable in RGL, do not utilize STRANGLE_PICMIP values which cause scope transparency(further testing from Zesty shows it depends on your setup. Mine was tested with a 5700XT) [s]STRANGLE_PICMIP=9 to 17[/s] when playing in RGL, and they probably fuck too much shit up anyways to be worthwhile, so probably don't use them in general. https://docs.google.com/document/d/1jfp2o6X4m0zdrX50kZ5YNsrvBANqxfDb-nEsRBb1wh0/view Section 1003.3 covers explicitly disallowed mods.
STRANGLE_PICMIP ranges causing this issue on my setup with a 5700XT and mesa are STRANGLE_PICMIP=9 to 17. They aren't generally advantageous due to some warping caused that makes where you're shooting somewhat inaccurate anyways, so probably don't use those settings regardless. Using PICMIP levels outside of your problem ranges should be fine, just check your rifle in a pub first.[/b]

use libstrangle https://gitlab.com/torkel104/libstrangle
I use STRANGLE_PICMIP=3
The downside is that it also makes the match hud less legible. The sweet spot where it's legible enough is 3 along with the sweetspot where you can see through most gates in the situations where you actually need to see through them is 3. This also goes for the ashville batts grates if you want to see both up into batts and from the top of batts to below batts. It can be a problem on farther gates though like upward first pregame. If someone finds a better option for AMD users please send it because I'm still looking.

Currently, I think if you set GL_TEXTURE_FILTER_CONTROL and GL_TEXTURE_LOD_BIAS manually based on what libstrangle uses for its picmip setting you may be able to change what is affected by this workaround, but I haven't tested that yet, and I don't know what the equivalents are for linux nvidia users because that is a cursed setup.

Edit: At STRANGLE_PICMIP=4 and above it affects the rendering of the fences on swiftwater third and causes most payload gates to be unable to be seen through at specific ranges. It's somewhere around STRANGLE_PICMIP=10 that the grates on gates stop rendering entirely.
2
#2
-5 Frags +

this will at some point get you vac banned for modifying libraries, so i wouldnt recommend it
also why is nvidia cursedon linux? once you get over the initial setup of the drivers its much more smoother

this will at some point get you vac banned for modifying libraries, so i wouldnt recommend it
also why is nvidia cursedon linux? once you get over the initial setup of the drivers its much more smoother
3
#3
0 Frags +
Makemakethis will at some point get you vac banned for modifying libraries

Assuming valve will ever update vac for tf2 again

[quote=Makemake]this will at some point get you vac banned for modifying libraries[/quote]

Assuming valve will ever update vac for tf2 again
4
#4
1 Frags +
Makemakethis will at some point get you vac banned for modifying libraries

VAC is a signature based anti-cheat. If you aren't cheating, you won't get banned. That's Valve's principle. (but disclaimer: I am not Valve, so they could consider this to be cheating and you may be banned)

[quote=Makemake]this will at some point get you vac banned for modifying libraries[/quote]
VAC is a signature based anti-cheat. If you aren't cheating, you won't get banned. That's Valve's principle. (but disclaimer: I am not Valve, so they could consider this to be cheating and you may be banned)
5
#5
0 Frags +
Makemakethis will at some point get you vac banned for modifying libraries, so i wouldnt recommend it
also why is nvidia cursedon linux? once you get over the initial setup of the drivers its much more smoother

You shouldn't get banned for this unless everyone using the NVIDIA lod trick is also going to get banned. This is basically on the level of modifying how your video card drivers behave, not direct modification of the game. This is why libstrangle works with most programs and this is why I was specifying mesa extensions.

The NVIDIA setups are a bit cursed because the initial setup is specifically such a pain and NVIDIA's linux support has historically been questionable, so it's generally easier just to use Windows directly or to use NVIDIA on windows via gpu passthrough and get equivalent or better performance from the card.

[quote=Makemake]this will at some point get you vac banned for modifying libraries, so i wouldnt recommend it
also why is nvidia cursedon linux? once you get over the initial setup of the drivers its much more smoother[/quote]

You shouldn't get banned for this unless everyone using the NVIDIA lod trick is also going to get banned. This is basically on the level of modifying how your video card drivers behave, not direct modification of the game. This is why libstrangle works with most programs and this is why I was specifying mesa extensions.

The NVIDIA setups are a bit cursed because the initial setup is specifically such a pain and NVIDIA's linux support has historically been questionable, so it's generally easier just to use Windows directly or to use NVIDIA on windows via gpu passthrough and get equivalent or better performance from the card.
6
#6
0 Frags +

EDIT: Scope transparency is bannable in RGL, do not utilize STRANGLE_PICMIP values which cause scope transparency(further testing from Zesty shows it depends on your setup. Mine was tested with a 5700XT) STRANGLE_PICMIP=9 to 17 when playing in RGL, and they probably fuck too much shit up anyways to be worthwhile, so probably don't use them in general. https://docs.google.com/document/d/1jfp2o6X4m0zdrX50kZ5YNsrvBANqxfDb-nEsRBb1wh0/view Section 1003.3 covers explicitly disallowed mods.
STRANGLE_PICMIP ranges causing this issue on my setup with a 5700XT and mesa are STRANGLE_PICMIP=9 to 17. They aren't generally advantageous due to some warping caused that makes where you're shooting somewhat inaccurate anyways, so probably don't use those settings regardless. Using PICMIP levels outside of your problem ranges should be fine, just check your rifle in a pub first.

As an update, I tried a few things and some undesirable results came out.
STRANGLE_PICMIP=9 through STRANGLE_PICMIP=17 remove the black outside of the scope, however they also cause weird warping and ghosting of whatever is in the scope, so you're not even necessarily looking at an accurate image.

STRANGLE_PICMIP=9 seems to be the least extreme and not quite decent for normal use(note the blue dot is repeated down and to the right even at this low of a picmip value. It gets worse later, but I believe this is where the actual shot goes.)

https://cdn.discordapp.com/attachments/156968469823356928/703438461754933289/2020-04-24-215156.png

STRANGLE_PICMIP=11 brings back the scope zone and provides an odd distortion at the edges

https://cdn.discordapp.com/attachments/156968469823356928/703439291832991784/2020-04-24-215621.png

however, after a bit of time it does this:

https://cdn.discordapp.com/attachments/156968469823356928/703439914561437756/2020-04-24-215840.png

This effect gets nominally worse up until PICMIP 17 and then stops entirely at PICMIP 18 in my testing. In theory if someone could get used to the warping, it could be advantageous, but that also requires getting used to some pretty bad warping that I would expect is a massive issue at long distances. My personal choice is that when you go past PICMIP 3 you go big and go to PICMIP 50 or so which prevents some fences from rendering and makes weapons and playermodels a solid color on top of providing an effect similar to flat textures. It also brings the scope back to a more pixelated on the edges normal, meaning you actually shoot where you point again.

Here is PICMIP=50
Scoped

https://cdn.discordapp.com/attachments/703607334886309979/703607369761947689/2020-04-25-090326.png

Playermodels and weapons

https://cdn.discordapp.com/attachments/703607334886309979/703607408714448916/2020-04-25-090322.png

The way libstrangle handles picmip is a bit weird, so at high picmips you may also see some abnormality in menus.

Edit: note this also messes with the heavy muzzle flash and makes the zone lights cover huges. Lights are still transparent, but the muzzle flash of enemy heavies may be annoying.

[b]EDIT: Scope transparency is bannable in RGL, do not utilize STRANGLE_PICMIP values which cause scope transparency(further testing from Zesty shows it depends on your setup. Mine was tested with a 5700XT) STRANGLE_PICMIP=9 to 17 when playing in RGL, and they probably fuck too much shit up anyways to be worthwhile, so probably don't use them in general. https://docs.google.com/document/d/1jfp2o6X4m0zdrX50kZ5YNsrvBANqxfDb-nEsRBb1wh0/view Section 1003.3 covers explicitly disallowed mods.
STRANGLE_PICMIP ranges causing this issue on my setup with a 5700XT and mesa are STRANGLE_PICMIP=9 to 17. They aren't generally advantageous due to some warping caused that makes where you're shooting somewhat inaccurate anyways, so probably don't use those settings regardless. Using PICMIP levels outside of your problem ranges should be fine, just check your rifle in a pub first.[/b]

As an update, I tried a few things and some undesirable results came out.
STRANGLE_PICMIP=9 through STRANGLE_PICMIP=17 remove the black outside of the scope, however they also cause weird warping and ghosting of whatever is in the scope, so you're not even necessarily looking at an accurate image.

STRANGLE_PICMIP=9 seems to be the least extreme and not quite decent for normal use(note the blue dot is repeated down and to the right even at this low of a picmip value. It gets worse later, but I believe this is where the actual shot goes.)
[img]https://cdn.discordapp.com/attachments/156968469823356928/703438461754933289/2020-04-24-215156.png[/img]

STRANGLE_PICMIP=11 brings back the scope zone and provides an odd distortion at the edges
[img]https://cdn.discordapp.com/attachments/156968469823356928/703439291832991784/2020-04-24-215621.png[/img]

however, after a bit of time it does this:
[img]https://cdn.discordapp.com/attachments/156968469823356928/703439914561437756/2020-04-24-215840.png[/img]
This effect gets nominally worse up until PICMIP 17 and then stops entirely at PICMIP 18 in my testing. In theory if someone could get used to the warping, it could be advantageous, but that also requires getting used to some pretty bad warping that I would expect is a massive issue at long distances. My personal choice is that when you go past PICMIP 3 you go big and go to PICMIP 50 or so which prevents some fences from rendering and makes weapons and playermodels a solid color on top of providing an effect similar to flat textures. It also brings the scope back to a more pixelated on the edges normal, meaning you actually shoot where you point again.

Here is PICMIP=50
Scoped
[img]https://cdn.discordapp.com/attachments/703607334886309979/703607369761947689/2020-04-25-090326.png[/img]
Playermodels and weapons
[img]https://cdn.discordapp.com/attachments/703607334886309979/703607408714448916/2020-04-25-090322.png[/img]

The way libstrangle handles picmip is a bit weird, so at high picmips you may also see some abnormality in menus.

Edit: note this also messes with the heavy muzzle flash and makes the zone lights cover huges. Lights are still transparent, but the muzzle flash of enemy heavies may be annoying.
7
#7
0 Frags +

Just making one more update to note in particular where the Libstrangle program may clash with RGL rules.
Section 1003.3 covers that scope transparency is not allowed in RGL - https://docs.google.com/document/d/1jfp2o6X4m0zdrX50kZ5YNsrvBANqxfDb-nEsRBb1wh0/view
You should be fine outside of those picmip ranges, and generally the warping behavior isn't desirable anyways, so just use sane settings instead of shit that'll get you banned. My other posts have been edited to have relevant warnings at the top.

Just making one more update to note in particular where the Libstrangle program may clash with RGL rules.
Section 1003.3 covers that scope transparency is not allowed in RGL - https://docs.google.com/document/d/1jfp2o6X4m0zdrX50kZ5YNsrvBANqxfDb-nEsRBb1wh0/view
You should be fine outside of those picmip ranges, and generally the warping behavior isn't desirable anyways, so just use sane settings instead of shit that'll get you banned. My other posts have been edited to have relevant warnings at the top.
8
#8
1 Frags +

I'd also note that the ranges for picmip that you provided may be unique to your GPU. As someone on the cursed linux nvidia setup, the scope removal and warping doesn't disappear at higher picmip values, but I solved that by making my crosshair cover the entire scope area when I'm on sniper.

Also higher picmip values can do things like removing the bushes on gully which might come under the "Alteration of game settings to make map objects transparent" rule although not sure about this one because its vague.

I'd also note that the ranges for picmip that you provided may be unique to your GPU. As someone on the cursed linux nvidia setup, the scope removal and warping doesn't disappear at higher picmip values, but I solved that by making my crosshair cover the entire scope area when I'm on sniper.

Also higher picmip values can do things like removing the bushes on gully which might come under the "Alteration of game settings to make map objects transparent" rule although not sure about this one because its vague.
9
#9
0 Frags +
ZestyI'd also note that the ranges for picmip that you provided may be unique to your GPU. As someone on the cursed linux nvidia setup, the scope removal and warping doesn't disappear at higher picmip values, but I solved that by making my crosshair cover the entire scope area when I'm on sniper.

Also higher picmip values can do things like removing the bushes on gully which might come under the "Alteration of game settings to make map objects transparent" rule although not sure about this one because its vague.

Thanks for the info. I only tested on my 5700XT and didn't have any other devices to play with, so I didn't know it depended on, most likely, your GPU/drivers. I've updated my edits.

[quote=Zesty]I'd also note that the ranges for picmip that you provided may be unique to your GPU. As someone on the cursed linux nvidia setup, the scope removal and warping doesn't disappear at higher picmip values, but I solved that by making my crosshair cover the entire scope area when I'm on sniper.

Also higher picmip values can do things like removing the bushes on gully which might come under the "Alteration of game settings to make map objects transparent" rule although not sure about this one because its vague.[/quote]

Thanks for the info. I only tested on my 5700XT and didn't have any other devices to play with, so I didn't know it depended on, most likely, your GPU/drivers. I've updated my edits.
10
#10
0 Frags +

---- edit: nvm

---- edit: nvm
Please sign in through STEAM to post a comment.