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Particle Limitation Pack
posted in Customization
1
#1
0 Frags +

You may find the pack download link at the bottom of this post for all presets.

This pack contains generated edited particles that applies a global limitation on every particle.
A limited particle is any system that falls above the criteria and will force an upper bound limitation on it.

What this mod is:

  • Limits particles from their impact on rendering.
  • Helps gain performance in terms of FPS in particle-heavy environments.
  • Reduces the chance of getting a client-based crash due to too many particles rendering at once.. Yes, this is actually a thing that happens.

What this mod is NOT:

  • A cheat mod.
  • You will be putting yourself at a disadvantage for using any of these.
  • This is due to some particles relaying information which will cease to exist after their cutoff time, which may shorten the information relay.
  • See: Spy disguise smoke and electroball Hallowe'en spell.

How it does it:

  • There are three main variables particles can use to render.
  • There is a particle duration for how long one particle lasts in the world before disappearing.
  • There is a particle emission rate that controls how fast the particles spawn in the world.
  • There is a burst number that states for burst effects how many particles to spawn instantly.

Since it is automated I have four presets, but am open to creating more if requested.

Valve Default

  • Preset 0 - You have a decent setup but want to limit Valve's inane particle spamming ways.
    Each limited particle lasts 5.0 seconds, emits at 60 particles per second, and bursts 60 particles.

  • Preset 1 - You want some bare minimal eyecandy while maintaining the goal of a particle in what it is to do.
    Each limited particle lasts 2.0 seconds, emits at 30 particles per second, and bursts 30 particles.

  • Preset 2 - You are running a toaster but it does have a potato in there somewhere that can render something once in a while.
    Each limited particle lasts 1.0 second, emits at 15 particle per second, and bursts 15 particles.

  • Preset 3 - You want particles pretty much dead.
    Each limited particle lasts 0.1 seconds, emits at 1 particle per second, and bursts only 1 particle.

Download HERE.

You may find the pack download link at the bottom of this post for all presets.


This pack contains generated edited particles that applies a global limitation on every particle.
A limited particle is any system that falls above the criteria and will force an upper bound limitation on it.


What this mod is:
[LIST]
[*]Limits particles from their impact on rendering.
[*]Helps gain performance in terms of FPS in particle-heavy environments.
[*]Reduces the chance of getting a client-based crash due to too many particles rendering at once.. Yes, this is actually a thing that happens.
[/LIST]

What this mod is NOT:
[LIST]
[*]A cheat mod.
[*]You will be putting yourself at a disadvantage for using any of these.
[*]This is due to some particles relaying information which will cease to exist after their cutoff time, which may shorten the information relay.
[*]See: Spy disguise smoke and electroball Hallowe'en spell.
[/LIST]


How it does it:
[LIST]
[*]There are three main variables particles can use to render.
[*]There is a particle duration for how long one particle lasts in the world before disappearing.
[*]There is a particle emission rate that controls how fast the particles spawn in the world.
[*]There is a burst number that states for burst effects how many particles to spawn instantly.
[/LIST]


Since it is automated I have four presets, but am open to creating more if requested.

[url=http://cloud-4.steamusercontent.com/ugc/32985008242499072/5B399362B522F18ACCF292F11996FD141C746170/]Valve Default[/url]
[LIST]
[*][url=http://cloud-2.steamusercontent.com/ugc/32985008242471767/9FC3BB5D22313D2E175A7B0C05838284237E4006/]Preset 0[/url] - You have a decent setup but want to limit Valve's inane particle spamming ways.
Each limited particle lasts 5.0 seconds, emits at 60 particles per second, and bursts 60 particles.

[*][url=http://cloud-4.steamusercontent.com/ugc/32985008242472202/619011A3E4A714C6D37CBA4C5B1A1A7F8E60ED56/]Preset 1[/url] - You want some bare minimal eyecandy while maintaining the goal of a particle in what it is to do.
Each limited particle lasts 2.0 seconds, emits at 30 particles per second, and bursts 30 particles.

[*][url=http://cloud-4.steamusercontent.com/ugc/32985008242472623/66BF0396F43BAFBE6A02B801BDAE94153856ABF1/]Preset 2[/url] - You are running a toaster but it does have a potato in there somewhere that can render something once in a while.
Each limited particle lasts 1.0 second, emits at 15 particle per second, and bursts 15 particles.

[*][url=http://cloud-4.steamusercontent.com/ugc/32985008242473626/E3FE0E59391FC4B199B1D677C2E51619D60827DF/]Preset 3[/url] - You want particles pretty much dead.
Each limited particle lasts 0.1 seconds, emits at 1 particle per second, and bursts only 1 particle.
[/LIST]


Download [url=http://www.mediafire.com/?dxbrn26f3k3x6]HERE[/url].
2
#2
8 Frags +
Reduces the chance of getting a client-based crash due to too many particles rendering at once.. Yes, this is actually a thing that happens.

thats pretty snazy

[quote]Reduces the chance of getting a client-based crash due to too many particles rendering at once.. Yes, this is actually a thing that happens.[/quote]

thats pretty snazy
3
#3
6 Frags +

I'm going to assume that this doesn't work on sv pure 2?

I'm going to assume that this doesn't work on sv pure 2?
4
#4
8 Frags +

Just did a quick benchmark test with it, I got an fps improvement of ~15 fps using particles_2.

Just did a quick benchmark test with it, I got an fps improvement of ~15 fps using particles_2.
5
#5
6 Frags +
MonkeySuitI'm going to assume that this doesn't work on sv pure 2?

Quite correct you are, unfortunately.

'sv_pure' is the bane of all things good.

_KermitJust did a quick benchmark test with it, I got an fps improvement of ~15 fps using particles_2.

From what average to what average?

FPS isn't linear, and so that could be relatively large or insignificant in your case.
Also you'll only see great benefits if these little things were a bottleneck, which they tend to flock to the CPU on all cores it can go to.

[quote=MonkeySuit]I'm going to assume that this doesn't work on sv pure 2?[/quote]
Quite correct you are, unfortunately.

'sv_pure' is the bane of all things good.
[quote=_Kermit]Just did a quick benchmark test with it, I got an fps improvement of ~15 fps using particles_2.[/quote]
From what average to what average?

FPS isn't linear, and so that could be relatively large or insignificant in your case.
Also you'll only see great benefits if these little things were a bottleneck, which they tend to flock to the CPU on all cores it can go to.
6
#6
6 Frags +

Can we get some screenshots?

Can we get some screenshots?
7
#7
3 Frags +
AuraMixCan we get some screenshots?

Sort of hard to take a screenshot of something that's constantly changing, but I'll whip up a config showcasing some common particle effects and shove them to the Mediafire Steam screenshots because that's much easier- I'll post here again when they're up.

Editing to not do a double post:
They're now viewable by clicking the Preset # in the OP.

Screenshots don't do particles justice, but it's something to look at.

[quote=AuraMix]Can we get some screenshots?[/quote]
Sort of hard to take a screenshot of something that's constantly changing, but I'll whip up a config showcasing some common particle effects and shove them to [s]the Mediafire[/s] Steam screenshots because that's much easier- I'll post here again when they're up.


Editing to not do a double post:
They're now viewable by clicking the Preset # in the OP.

Screenshots don't do particles justice, but it's something to look at.
8
#8
1 Frags +

you sexy

too bad pure doesn't allow (but what's new).
i wish valve was less strict on visuals,
because alot of stuff really distracts me. things like impact sparks, rocket smoke trails, tracers, explosion particles...
stuff like that tends to overload my brain/senses for some reason, and i have to put in proper effort to "see past" it.

anyway; cheers! :>

you sexy

too bad pure doesn't allow (but what's new).
i wish valve was less strict on visuals,
because alot of stuff really distracts me. things like impact sparks, rocket smoke trails, tracers, explosion particles...
stuff like that tends to overload my brain/senses for some reason, and i have to put in proper effort to "see past" it.

anyway; cheers! :>
9
#9
4 Frags +
Bucakei wish valve was less strict on visuals,
because alot of stuff really distracts me. things like impact sparks, rocket smoke trails, tracers, explosion particles...
stuff like that tends to overload my brain/senses for some reason, and i have to put in proper effort to "see past" it.

It doesn't improve fps but you can disable those particle effects on sv_pure 2 by editing the materials' vmt files and adding the "$no_draw" "1" parameter. Clean TF2 already gets rid of impact sparks and simplifies rocket trails and explosions by doing this, and it wouldn't be difficult to fully get rid of all of them.

Also CarlZalph, would it be possible to try to do the same method as in http://teamfortress.tv/thread/16179/no-hats-mod/?page=6#161 where the effect is disabled entirely and still works for sv_pure 2? I remember trying to do the same with other particles and it seemed to only work in some of the pcf's, but it'd be worth taking a look at.

[quote=Bucake]i wish valve was less strict on visuals,
because alot of stuff really distracts me. things like impact sparks, rocket smoke trails, tracers, explosion particles...
stuff like that tends to overload my brain/senses for some reason, and i have to put in proper effort to "see past" it.[/quote]
It doesn't improve fps but you can disable those particle effects on sv_pure 2 by editing the materials' vmt files and adding the "$no_draw" "1" parameter. Clean TF2 already gets rid of impact sparks and simplifies rocket trails and explosions by doing this, and it wouldn't be difficult to fully get rid of all of them.

Also CarlZalph, would it be possible to try to do the same method as in http://teamfortress.tv/thread/16179/no-hats-mod/?page=6#161 where the effect is disabled entirely and still works for sv_pure 2? I remember trying to do the same with other particles and it seemed to only work in some of the pcf's, but it'd be worth taking a look at.
10
#10
0 Frags +
JarateKingAlso CarlZalph, would it be possible to try to do the same method as in http://teamfortress.tv/thread/16179/no-hats-mod/?page=6#161 where the effect is disabled entirely and still works for sv_pure 2? I remember trying to do the same with other particles and it seemed to only work in some of the pcf's, but it'd be worth taking a look at.

I checked out what the person edited, and all that's changed in the pcf is that the Array of Elements portion for the emitters, renderers, operators, and initializers (edit: also children) to all be null tables.

If that sort of editing actually goes over into sv_pure 2 land, then I'm at a huge loss as to why that would stick.

[quote=JarateKing]Also CarlZalph, would it be possible to try to do the same method as in http://teamfortress.tv/thread/16179/no-hats-mod/?page=6#161 where the effect is disabled entirely and still works for sv_pure 2? I remember trying to do the same with other particles and it seemed to only work in some of the pcf's, but it'd be worth taking a look at.[/quote]
I checked out what the person edited, and all that's changed in the pcf is that the Array of Elements portion for the emitters, renderers, operators, and initializers (edit: also children) to all be null tables.

If that sort of editing actually goes over into sv_pure 2 land, then I'm at a huge loss as to why that would stick.
11
#11
1 Frags +

I downloaded all my custom particles from some forum I haven't been able to find again about a year ago. I look forward to trying these tomorrow, it will be interesting to see how they compare to the pack I've been using (which to my knowledge just removes most particles: rocket trails, unusuals, etc.)

Thanks!!!!

I downloaded all my custom particles from some forum I haven't been able to find again about a year ago. I look forward to trying these tomorrow, it will be interesting to see how they compare to the pack I've been using (which to my knowledge just removes most particles: rocket trails, unusuals, etc.)

Thanks!!!!
12
#12
SizzlingStats
7 Frags +

Thanks for doing this.

Thanks for doing this.
13
#13
1 Frags +
JarateKingIt doesn't improve fps but you can disable those particle effects on sv_pure 2 by editing the materials' vmt files and adding the "$no_draw" "1" parameter. Clean TF2 already gets rid of impact sparks and simplifies rocket trails and explosions by doing this, and it wouldn't be difficult to fully get rid of all of them.

thanks for the response :)
didn't even know that clean_tf2 removed stuff like that. i'll try it out!

edit: man, i wish i'd known earlier. i think i've tried editing the pcf files before, but i couldn't get it working on sv_pure (or at all - can't remember). i never knew vmt files were so easy to edit.
no rocket trails is so nice, especially with the original.
and finally no tracers or impact sparks anymore! :>
it's also quite nice when there's no rubble or sparks @ explosions.

cheers

[quote=JarateKing]
It doesn't improve fps but you can disable those particle effects on sv_pure 2 by editing the materials' vmt files and adding the "$no_draw" "1" parameter. Clean TF2 already gets rid of impact sparks and simplifies rocket trails and explosions by doing this, and it wouldn't be difficult to fully get rid of all of them.
[/quote]

thanks for the response :)
didn't even know that clean_tf2 removed stuff like that. i'll try it out!

edit: man, i wish i'd known earlier. i think i've tried editing the pcf files before, but i couldn't get it working on sv_pure (or at all - can't remember). i never knew vmt files were so easy to edit.
no rocket trails is so nice, especially with the original.
and finally no tracers or impact sparks anymore! :>
it's also quite nice when there's no rubble or sparks @ explosions.

cheers
14
#14
1 Frags +

Will this make it more difficult to see medigun beams/teleporter dust/fire?

Will this make it more difficult to see medigun beams/teleporter dust/fire?
15
#15
2 Frags +

p sick

ty

p sick

ty
16
#16
3 Frags +
samjain98Will this make it more difficult to see medigun beams/teleporter dust/fire?

This sort of edit will make the trails less visible at once, but as far as it making it more difficult to see is subjective.

For me even preset 2 works fine for gameplay, though preset 1 tends to get more people saying that it's a good middle grounds between performance and still relaying game information to the viewer.

Rockets tend to be a bit more difficult to judge for airblasting with preset 2 for me, but that's due to the yellow/orange glow behind it not being too visible and my usage of the glow to be the differentiation between the rocket and the background.

Your mileage may vary.

As with any modifications, if it hurts your gameplay then merely uninstall it; it's free.

[quote=samjain98]Will this make it more difficult to see medigun beams/teleporter dust/fire?[/quote]
This sort of edit will make the trails less visible at once, but as far as it making it more difficult to see is subjective.

For me even preset 2 works fine for gameplay, though preset 1 tends to get more people saying that it's a good middle grounds between performance and still relaying game information to the viewer.

Rockets tend to be a bit more difficult to judge for airblasting with preset 2 for me, but that's due to the yellow/orange glow behind it not being too visible and my usage of the glow to be the differentiation between the rocket and the background.

Your mileage may vary.


As with any modifications, if it hurts your gameplay then merely uninstall it; it's free.
17
#17
5 Frags +

Maybe we could refer to this thread for better testing fps difference.

Maybe we could refer to [url=http://teamfortress.tv/thread/7598/tf2-benchmarks]this[/url] thread for better testing fps difference.
18
#18
2 Frags +
CarlZalphMonkeySuitI'm going to assume that this doesn't work on sv pure 2?Quite correct you are, unfortunately.

'sv_pure' is the bane of all things good._KermitJust did a quick benchmark test with it, I got an fps improvement of ~15 fps using particles_2.From what average to what average?

FPS isn't linear, and so that could be relatively large or insignificant in your case.
Also you'll only see great benefits if these little things were a bottleneck, which they tend to flock to the CPU on all cores it can go to.

I went from ~140fps to ~155 fps.

[quote=CarlZalph][quote=MonkeySuit]I'm going to assume that this doesn't work on sv pure 2?[/quote]
Quite correct you are, unfortunately.

'sv_pure' is the bane of all things good.
[quote=_Kermit]Just did a quick benchmark test with it, I got an fps improvement of ~15 fps using particles_2.[/quote]
From what average to what average?

FPS isn't linear, and so that could be relatively large or insignificant in your case.
Also you'll only see great benefits if these little things were a bottleneck, which they tend to flock to the CPU on all cores it can go to.[/quote]

I went from ~140fps to ~155 fps.
19
#19
0 Frags +

for a second there i thought you'd replied to yourself..

for a second there i thought you'd replied to yourself..
20
#20
0 Frags +

I'm not sure if I'm installing this correctly. I unloaded the zip and placed the folder in my tf/custom, but I am see no change in-game. If anyone could help I would greatly appreciate it. I've already checked that the server(s) were running sv_pure 0.

I'm not sure if I'm installing this correctly. I unloaded the zip and placed the folder in my tf/custom, but I am see no change in-game. If anyone could help I would greatly appreciate it. I've already checked that the server(s) were running sv_pure 0.
21
#21
1 Frags +

Hi!
This mod gave me me tf2 gameplay more smoothly. (not FPS) (Preset 3)
But i have 1 problem:
With invisible burnplayers i worked it out by removing burningplayer.pcf and czparticle_burningplayer.pcf and deleting lines of text with particles_manifest.txt.
I did the same with itemfx.pcf but I do not see further jarate particle on player.Any fix?

Google translator :/

Hi!
This mod gave me me tf2 gameplay more smoothly. (not FPS) (Preset 3)
But i have 1 problem:
With invisible burnplayers i worked it out by removing burningplayer.pcf and czparticle_burningplayer.pcf and deleting lines of text with particles_manifest.txt.
I did the same with itemfx.pcf but I do not see further jarate particle on player.Any fix?

Google translator :/
22
#22
0 Frags +

Does this turn off unusual effects?

Does this turn off unusual effects?
23
#23
3 Frags +

sorry for bumping this but i just benchmarked using preset 3 (dead particles) and i went from 190 to 210 fps

is there still any potential for this to get updated. if it did it could do wonders

also whats the difference between this and the light particles vtf?

sorry for bumping this but i just benchmarked using preset 3 (dead particles) and i went from 190 to 210 fps

is there still any potential for this to get updated. if it did it could do wonders

also whats the difference between this and the light particles vtf?
24
#24
1 Frags +
wsorry for bumping this but i just benchmarked using preset 3 (dead particles) and i went from 190 to 210 fps

is there still any potential for this to get updated. if it did it could do wonders

also whats the difference between this and the light particles vtf?

Pretty sure this doesn't work on sv_pure 1/2 servers, right?

[quote=w]sorry for bumping this but i just benchmarked using preset 3 (dead particles) and i went from 190 to 210 fps

is there still any potential for this to get updated. if it did it could do wonders

also whats the difference between this and the light particles vtf?[/quote]

Pretty sure this doesn't work on sv_pure 1/2 servers, right?
25
#25
1 Frags +
RentQNwsorry for bumping this but i just benchmarked using preset 3 (dead particles) and i went from 190 to 210 fps

is there still any potential for this to get updated. if it did it could do wonders

also whats the difference between this and the light particles vtf?

Pretty sure this doesn't work on sv_pure 1/2 servers, right?

it actually does
yttrium doesn't want to share his method, because he is greedy(not really, yttrium 1love)

[quote=RentQN][quote=w]sorry for bumping this but i just benchmarked using preset 3 (dead particles) and i went from 190 to 210 fps

is there still any potential for this to get updated. if it did it could do wonders

also whats the difference between this and the light particles vtf?[/quote]

Pretty sure this doesn't work on sv_pure 1/2 servers, right?[/quote]
it actually does
yttrium doesn't want to share his method, because he is greedy(not really, yttrium 1love)
26
#26
0 Frags +
wis there still any potential for this to get updated. if it did it could do wonders

also whats the difference between this and the light particles vtf?

Last update was on Jan 7, 2017.
I don't think Valve has pushed any changes since then which changed particles.

Light particles is more of a targetted edit in that it specifically removes certain systems whereas this one here is a global "everything is effected" sweep.
A lot of particles made by Valve have lax limits on the number of individual emissions per system, leading to very heavy CPU demand with a lot of systems playing at once.
This sweep forces a throttle that effects maximum emissions, rates, and durations.

RentQNPretty sure this doesn't work on sv_pure 1/2 servers, right?

I've made no attempt to bypass sv_pure with this and more than likely won't be investing time into doing so.
If you'd like to see this sort of particle limiting officially supported in TF2, then please do send an E-Mail to the TFTeam.

I've asked in the past to add this feature but after some time just made it myself and released it to the public here and other sources.
Then I asked to allow my pack to be signed for allowance within sv_pure, but no response.

Valve tends to ignore things I send their way until a public outcry happens forcing their hands.
It just isn't worth it in their eyes as a business I suppose.

[quote=w]is there still any potential for this to get updated. if it did it could do wonders

also whats the difference between this and the light particles vtf?[/quote]
Last update was on Jan 7, 2017.
I don't think Valve has pushed any changes since then which changed particles.

Light particles is more of a targetted edit in that it specifically removes certain systems whereas this one here is a global "everything is effected" sweep.
A lot of particles made by Valve have lax limits on the number of individual emissions per system, leading to very heavy CPU demand with a lot of systems playing at once.
This sweep forces a throttle that effects maximum emissions, rates, and durations.



[quote=RentQN]Pretty sure this doesn't work on sv_pure 1/2 servers, right?[/quote]
I've made no attempt to bypass sv_pure with this and more than likely won't be investing time into doing so.
If you'd like to see this sort of particle limiting officially supported in TF2, then please do send an E-Mail to the TFTeam.

I've asked in the past to add this feature but after some time just made it myself and released it to the public here and other sources.
Then I asked to allow my pack to be signed for allowance within sv_pure, but no response.

Valve tends to ignore things I send their way until a public outcry happens forcing their hands.
It just isn't worth it in their eyes as a business I suppose.
27
#27
1 Frags +

does this still work? i can install every other particle pack on the planet except this one
doesnt matter sv pure settings, vpk or not
pretty "sure" im doing nothing wrong

does this still work? i can install every other particle pack on the planet except this one
doesnt matter sv pure settings, vpk or not
pretty "sure" im doing nothing wrong
28
#28
0 Frags +

you put the "particles" folder in ur hud/my_custom_stuff folder

you put the "particles" folder in ur hud/my_custom_stuff folder
29
#29
0 Frags +

could this be preloaded somehow for use in sv_pure

could this be preloaded somehow for use in sv_pure
30
#30
whitelist.tf
5 Frags +

Would it be possible to get a preset for frag movies/casting camera to keep the original valve look, but with harder limits to prevent crashes from happening? Or would that be Preset 0?

Would it be possible to get a preset for frag movies/casting camera to keep the original valve look, but with harder limits to prevent crashes from happening? Or would that be [i]Preset 0[/i]?
1 2
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