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Difference b/t Chris' max and dx9 frames
posted in Q/A Help
1
#1
2 Frags +

Hi, I would like to know the different commands that differentiate between max frames and dx9. Thanks in advance.
EDIT: ty all

Hi, I would like to know the different commands that differentiate between max frames and dx9. Thanks in advance.
EDIT: ty all
2
#2
2 Frags +

can't you look at them side by side?

can't you look at them side by side?
3
#3
4 Frags +

iirc it's (max/dx9)

mat_specular 0/1
mat_picmip 2/1
mat_filtertextures 0/1
mat_filterlightmaps 0/1
mat_bumpmap 0/1
mat_trilinear 0/1
r_decals 1/9
iirc it's (max/dx9)
[code]mat_specular 0/1
mat_picmip 2/1
mat_filtertextures 0/1
mat_filterlightmaps 0/1
mat_bumpmap 0/1
mat_trilinear 0/1
r_decals 1/9[/code]
4
#4
4 Frags +
 $ diff -u dx9frames.cfg maxframes.cfg

--- dx9frames.cfg	2013-04-28 18:07:30.933721100 +0000
+++ maxframes.cfg	2013-04-28 18:07:31.090730100 +0000
@@ -1,15 +1,15 @@
 // Unexplained crashes? Try changing mat_queue_mode to `-1'.
 // ----------------------------------------------------------------------------
-// Chris' dx9frames config, designed to get you a large performance boost
+// Chris' maxframes config, designed to get you a large performance boost
 // v2.016 | 25 January 2013 | fakkelbrigade.eu/chris/configs/
 // ----------------------------------------------------------------------------
 // Problems or questions? Contact me at #christf2 on QuakeNet.
 // ----------------------------------------------------------------------------
 // Launch options:
-// IMPORTANT: Remove -dxlevel 95 from the launch options after the first launch!
+// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
 //
-// Fullscreen: -dxlevel 95 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
-// Windowed:   -dxlevel 95 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
+// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
+// Windowed:   -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
 // ----------------------------------------------------------------------------

 // ----------------------------------------------------------------------------
@@ -191,7 +191,7 @@
 glow_outline_effect_enable 0 // Cart glow effect.
 lod_transitiondist 0
 mat_antialias 0
-mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
+mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
               // a strange `shine' effect to appear on all players.
 mat_colcorrection_disableentities 1
 mat_colorcorrection 0
@@ -200,8 +200,8 @@
 mat_disable_lightwarp 1
 mat_envmapsize 8
 mat_envmaptgasize 8
-mat_filterlightmaps 1
-mat_filtertextures 1
+mat_filterlightmaps 0
+mat_filtertextures 0
 mat_forceaniso 1
 mat_hdr_level 0
 mat_max_worldmesh_vertices 512
@@ -209,22 +209,22 @@
                      // to get it darker. Only works in fullscreen.
 mat_motion_blur_enabled 0
 mat_parallaxmap 0
-mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
+mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
              // at a range from -1 to 2, -1 being the best quality, 2 being the
              // worst.
 mat_reducefillrate 1
 mat_reduceparticles 1
-mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
+mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
                // non-shiny, and will remove some specular effects from in-game
                // entities which support it. Setting this to 1 on dx8 will
                // result in some strange `fire' textures replacing their
                // appropriate counterparts, especially on medals, and certain
                // hats.
-mat_trilinear 1
+mat_trilinear 0
 mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
 mat_viewportupscale 1
 mat_wateroverlaysize 1
-mp_decals 9 // `9' is a good value to still see the spread pattern from a
+mp_decals 1 // `9' is a good value to still see the spread pattern from a
             // scattergun without any real performance loss.
 r_3dsky 0
 r_ambientboost 0
@@ -233,7 +233,7 @@
 r_avglight 0
 r_cheapwaterend 1
 r_cheapwaterstart 1
-r_decals 9
+r_decals 1
 r_decalstaticprops 0
 r_decal_cullsize 15
 r_drawdetailprops 0
@@ -344,7 +344,7 @@
 // Print to console
 // ----------------------------------------------------------------------------
 echo "-------------------------------------------------------"
-echo "            Chris' dx9frames config loaded.            "
+echo "            Chris' maxframes config loaded.            "
 echo "-------------------------------------------------------"
 echo "Please direct all comments/queries/whatnot to"
 echo "#christf2 on QuakeNet."
[code] $ diff -u dx9frames.cfg maxframes.cfg

--- dx9frames.cfg 2013-04-28 18:07:30.933721100 +0000
+++ maxframes.cfg 2013-04-28 18:07:31.090730100 +0000
@@ -1,15 +1,15 @@
// Unexplained crashes? Try changing mat_queue_mode to `-1'.
// ----------------------------------------------------------------------------
-// Chris' dx9frames config, designed to get you a large performance boost
+// Chris' maxframes config, designed to get you a large performance boost
// v2.016 | 25 January 2013 | fakkelbrigade.eu/chris/configs/
// ----------------------------------------------------------------------------
// Problems or questions? Contact me at #christf2 on QuakeNet.
// ----------------------------------------------------------------------------
// Launch options:
-// IMPORTANT: Remove -dxlevel 95 from the launch options after the first launch!
+// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
//
-// Fullscreen: -dxlevel 95 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
-// Windowed: -dxlevel 95 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
+// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
+// Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
// ----------------------------------------------------------------------------

// ----------------------------------------------------------------------------
@@ -191,7 +191,7 @@
glow_outline_effect_enable 0 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
-mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
+mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all players.
mat_colcorrection_disableentities 1
mat_colorcorrection 0
@@ -200,8 +200,8 @@
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmaptgasize 8
-mat_filterlightmaps 1
-mat_filtertextures 1
+mat_filterlightmaps 0
+mat_filtertextures 0
mat_forceaniso 1
mat_hdr_level 0
mat_max_worldmesh_vertices 512
@@ -209,22 +209,22 @@
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
-mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
+mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst.
mat_reducefillrate 1
mat_reduceparticles 1
-mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
+mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
-mat_trilinear 1
+mat_trilinear 0
mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
mat_viewportupscale 1
mat_wateroverlaysize 1
-mp_decals 9 // `9' is a good value to still see the spread pattern from a
+mp_decals 1 // `9' is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
r_3dsky 0
r_ambientboost 0
@@ -233,7 +233,7 @@
r_avglight 0
r_cheapwaterend 1
r_cheapwaterstart 1
-r_decals 9
+r_decals 1
r_decalstaticprops 0
r_decal_cullsize 15
r_drawdetailprops 0
@@ -344,7 +344,7 @@
// Print to console
// ----------------------------------------------------------------------------
echo "-------------------------------------------------------"
-echo " Chris' dx9frames config loaded. "
+echo " Chris' maxframes config loaded. "
echo "-------------------------------------------------------"
echo "Please direct all comments/queries/whatnot to"
echo "#christf2 on QuakeNet."
[/code]
5
#5
-1 Frags +

If you ever need to compare 2 text files or configs again I would advise to use Notepad ++ with the Compare plugin you can find here: http://sourceforge.net/projects/npp-compare/

It's really useful for me

If you ever need to compare 2 text files or configs again I would advise to use Notepad ++ with the Compare plugin you can find here: http://sourceforge.net/projects/npp-compare/

It's really useful for me
6
#6
1 Frags +
KanecoIf you ever need to compare 2 text files or configs again I would advise to use Notepad ++ with the Compare plugin you can find here: http://sourceforge.net/projects/npp-compare/

It's really useful for me

WinMerge is my personal favorite GUI-based diff tool on Windows

http://winmerge.org/

[quote=Kaneco]If you ever need to compare 2 text files or configs again I would advise to use Notepad ++ with the Compare plugin you can find here: http://sourceforge.net/projects/npp-compare/

It's really useful for me[/quote]

WinMerge is my personal favorite GUI-based diff tool on Windows

http://winmerge.org/
7
#7
3 Frags +

http://www.diffchecker.com/

http://www.diffchecker.com/
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