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mastercomfig - fps/customization config
posted in Customization
451
#451
0 Frags +
mastercomsamazoc
You can use cmd or make a shortcut to launch the TF2 executable (hl2.exe) directly but remember to add
-steam -game tf2

to the launch options.

I know you can do this , the question that remains is that it doesnt catch all the parameters when set too much, and only reads those who are within the hard coded range , except if you execute it manually (no shortcut ) through cmd .

This is what I would like to fix while executing the game thrugh a shortcut : https://superuser.com/questions/545400/windows-7-shortcut-target-attributes-too-long {-- Not solved.

As you can see it cuts http://image.ibb.co/hCnHok/scripts.jpg when filling more than 256-260 characters in the target box ,counting white spaces.

So for example you could set this parameters on launch opt. on Steam Input :
-high -console -novid -useforcedmparms -noforcemaccel -noforcemspd -refresh 75 -dxlevel 81 -w 1024 -h 768 -nod3d9ex +exec autoexec.cfg -nouserclip -softparticlesdefaultoff -reuse -usetcp -nojoy -noff -primarysound -swapcores -snoforceformat -console

but if I add -NoQueuedPacketThread to these , it will be cut to :

-high -console -novid -useforcedmparms -noforcemaccel -noforcemspd -refresh 75 -dxlevel 81 -w 1024 -h 768 -nod3d9ex +exec autoexec.cfg -nouserclip -softparticlesdefaultoff -reuse -usetcp -nojoy -noff -primarysound -swapcores -snoforceformat -console -NoQ

*while the others still working

[quote=mastercoms][quote=amazoc][/quote]

You can use cmd or make a shortcut to launch the TF2 executable (hl2.exe) directly but remember to add

[code]
-steam -game tf2
[/code]

to the launch options.[/quote]

I know you can do this , the question that remains is that it doesnt catch all the parameters when set too much, and only reads those who are within the hard coded range , except if you execute it manually (no shortcut ) through cmd .

This is what I would like to fix while executing the game thrugh a shortcut : https://superuser.com/questions/545400/windows-7-shortcut-target-attributes-too-long {-- Not solved.

As you can see it cuts http://image.ibb.co/hCnHok/scripts.jpg when filling more than 256-260 characters in the target box ,counting white spaces.


So for example you could set this parameters on launch opt. on Steam Input :
-high -console -novid -useforcedmparms -noforcemaccel -noforcemspd -refresh 75 -dxlevel 81 -w 1024 -h 768 -nod3d9ex +exec autoexec.cfg -nouserclip -softparticlesdefaultoff -reuse -usetcp -nojoy -noff -primarysound -swapcores -snoforceformat -console

but if I add [b]-NoQueuedPacketThread[/b] to these , it will be cut to :

-high -console -novid -useforcedmparms -noforcemaccel -noforcemspd -refresh 75 -dxlevel 81 -w 1024 -h 768 -nod3d9ex +exec autoexec.cfg -nouserclip -softparticlesdefaultoff -reuse -usetcp -nojoy -noff -primarysound -swapcores -snoforceformat -console [b]-NoQ[/b]

*while the others still working
452
#452
0 Frags +
amazoc

Ah, so this a problem with Windows. I thought only Steam had the character limit, but I didn't know Windows has this limit as well.

I guess you just can't make the shortcut and instead have to use a batch file.

[quote=amazoc]
[/quote]
Ah, so this a problem with Windows. I thought only Steam had the character limit, but I didn't know Windows has this limit as well.

I guess you just can't make the shortcut and instead have to use a batch file.
453
#453
0 Frags +
mastercomsamazocAh, so this a problem with Windows. I thought only Steam had the character limit, but I didn't know Windows has this limit as well.

I guess you just can't make the shortcut and instead have to use a batch file.

As I have written in my 1st msg related to this , batch files also rely on this limit ,so they dont work ,

Solutions I found:
1.Executing directly through cmd .
2.Use Batchrun tool an alternative to batch scripts .

EDIT : if you use Batchrun scripts , be sure to remove Steam launch options cuz it will override Batchrun ones ,as you can check with ProcessExplorer.

So I was asking if some1 knows a solution for making a clean shortcut ,without the need to paste everytime in cmd or to depend from tools .

[quote=mastercoms][quote=amazoc]
[/quote]
Ah, so this a problem with Windows. I thought only Steam had the character limit, but I didn't know Windows has this limit as well.

I guess you just can't make the shortcut and instead have to use a batch file.[/quote]


As I have written in my 1st msg related to this , batch files also rely on this limit ,so they dont work ,

Solutions I found:
1.Executing directly through cmd .
2.Use Batchrun tool an alternative to batch scripts .

EDIT : if you use Batchrun scripts , be sure to remove Steam launch options cuz it will override Batchrun ones ,as you can check with ProcessExplorer.

So I was asking if some1 knows a solution for making a clean shortcut ,without the need to paste everytime in cmd or to depend from tools .
454
#454
0 Frags +
amazoc

Oh, really sorry!! I wasn't thinking about your previous post. That's really strange though since I thought batch files just ran cmd with your commands. I'm not really aware of any solutions for this, as I'm not really a Windows person.

Sorry again for my probably frustratingly repetitive reply.

[quote=amazoc][/quote]

Oh, really sorry!! I wasn't thinking about your previous post. That's really strange though since I thought batch files just ran cmd with your commands. I'm not really aware of any solutions for this, as I'm not really a Windows person.

Sorry again for my probably frustratingly repetitive reply.
455
#455
0 Frags +
mastercoms

np..

I managed to find a "shortcut" solution via a simple Powershell script .For those looking To reproduce it just follow :

a)make a new .txt file ,rename to .ps1 and enter the Steam path :

& "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 440 -parameter1 -param2 -paramx..

or well use the game executable directly as pointed by mastercoms:

& C:/.. /Steam/../hl2.exe -steam -game tf2

--Be sure to remove any spotted Line feeds (LN) \n and Carriage Returns CR \r in your powershell file , it wont work with them.

b) Create a Powershell Script Shortcut through the Desktop Wizard and in application path set :

C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -ExecutionPolicy Bypass -File "C:\game.ps1" -WindowsStyle Hidden

--Be sure to set the policy change arguments since powershell is more restrictive than cmd.

[quote=mastercoms]

[/quote]
np..

I managed to find a "shortcut" solution via a simple Powershell script .For those looking To reproduce it just follow :

a)make a new .txt file ,rename to .ps1 and enter the Steam path :

& "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 440 -parameter1 -param2 -paramx..

or well use the game executable directly as pointed by mastercoms:

& C:/.. /Steam/../hl2.exe -steam -game tf2

--Be sure to remove any spotted Line feeds (LN) \n and Carriage Returns CR \r in your powershell file , it wont work with them.


b) Create a Powershell Script Shortcut through the Desktop Wizard and in application path set :

C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -ExecutionPolicy Bypass -File "C:\game.ps1" -WindowsStyle Hidden

--Be sure to set the policy change arguments since powershell is more restrictive than cmd.
456
#456
1 Frags +

Toaster wise is this cfg better than comanglias?

Toaster wise is this cfg better than comanglias?
457
#457
2 Frags +
ZetsuToaster wise is this cfg better than comanglias?

Well, I've gotten 10fps more on this config with maxperformance than I got with Comanglia's. Also, I think it is better optimized.

However, I'm obviously pretty biased so might be useful to test for yourself or find other people's thoughts.

[quote=Zetsu]Toaster wise is this cfg better than comanglias?[/quote]
Well, I've gotten 10fps more on this config with maxperformance than I got with Comanglia's. Also, I think it is better optimized.

However, I'm obviously pretty biased so might be useful to test for yourself or find other people's thoughts.
458
#458
0 Frags +

Yo,

I noticed that you left "particle_sim_alt_cores" dangling in the default value ,maybe again due to optimal Source Engine autoconfig deicision.

I glimpsed , that you alternated this CVar value to 3 or 4 in earlier versions of your cfg .

In my case I have a old quad cored cpu , I may ask you , if this can be sort of beneficial setting to higher than 2 (default) and how it does to boost fps.

Ty.

Yo,

I noticed that you left "particle_sim_alt_cores" dangling in the default value ,maybe again due to optimal Source Engine autoconfig deicision.

I glimpsed , that you alternated this CVar value to 3 or 4 in earlier versions of your cfg .

In my case I have a old quad cored cpu , I may ask you , if this can be sort of beneficial setting to higher than 2 (default) and how it does to boost fps.

Ty.
459
#459
0 Frags +
amazocparticle_sim_alt_cores

It was in the config before because I didn't read the code for how the command is used before I removed it. It is only used for Xbox 360 and even if it was allowed on PC, it forces the value to be no greater than 2.

[quote=amazoc]particle_sim_alt_cores[/quote]
It was in the config before because I didn't read the code for how the command is used before I removed it. It is only used for Xbox 360 and even if it was allowed on PC, it forces the value to be no greater than 2.
460
#460
1 Frags +

4.4.5 released with a few bug fixes and documentation improvements (one of which is fixing the formatting when using Notepad to view), as well as a small CPU optimization to networking.

[url=https://github.com/mastercoms/tf2cfg/releases/tag/4.4.5]4.4.5[/url] released with a few bug fixes and documentation improvements (one of which is fixing the formatting when using Notepad to view), as well as a small CPU optimization to networking.
461
#461
1 Frags +

r_dopixelvisibility 1 // Do not do CPU intensive pixelvis
//r_dopixelvisibility 1 // Do partial visibility testing for glows, halos and pretty lights

I'm confused, so 1 does both?

r_dopixelvisibility 1 // Do not do CPU intensive pixelvis
//r_dopixelvisibility 1 // Do partial visibility testing for glows, halos and pretty lights

I'm confused, so 1 does both?
462
#462
1 Frags +

Saw also that "mat_software_aa_edge_threshold" is not anymore in the config ,
Valve documentates it as:
- "Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)."

Earlier you set it @ "9" , based on the official documentation I expected certainly to help frames ,
May I ask why it stopped appearing in your cfg.

----
Also ,I have a small doubt with AA cvars I normally run the game mat_antialias 4 and leave mat_aaquality at 2 .
Could I just lower mat_aaquality to 0 in order to support frames ? ,as far as I can read it disables CSAA , tried already ,but I ts hard to tell the difference whatsoever.Just to be sure.

thx.

Saw also that "mat_software_aa_edge_threshold" is not anymore in the config ,
Valve documentates it as:
- "Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)."

Earlier you set it @ "9" , based on the official documentation I expected certainly to help frames ,
May I ask why it stopped appearing in your cfg.

----
Also ,I have a small doubt with AA cvars I normally run the game mat_antialias 4 and leave mat_aaquality at 2 .
Could I just lower mat_aaquality to 0 in order to support frames ? ,as far as I can read it disables CSAA , tried already ,but I ts hard to tell the difference whatsoever.Just to be sure.

thx.
463
#463
1 Frags +
Hoppsr_dopixelvisibility 1 // Do not do CPU intensive pixelvis
//r_dopixelvisibility 1 // Do partial visibility testing for glows, halos and pretty lights

I'm confused, so 1 does both?

Oh, I forgot to update the comments and values for that. Thanks for the catch.

EDIT: 4.4.6 released with this fix and others, as well as some file cleanup.

amazocSaw also that "mat_software_aa_edge_threshold" is not anymore in the config ,
Valve documentates it as:
- "Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)."

Earlier you set it @ "9" , based on the official documentation I expected certainly to help frames ,
May I ask why it stopped appearing in your cfg.

It isn't used if mat_software_aa_strength and mat_software_aa_strength_vgui are set to 0, so it isn't very useful to be changed in the base config. It is, however, adjusted in the maxquality preset.

amazocAlso ,I have a small doubt with AA cvars I normally run the game mat_antialias 4 and leave mat_aaquality at 2 .
Could I just lower mat_aaquality to 0 in order to support frames ? ,as far as I can read it disables CSAA , tried already ,but I ts hard to tell the differenent whatsoever.Just to be sure.

thx.

The config sets these two values to 0, however, mat_antialias is commented out because it apparently affects some Mumble overlays. The more AA you do, the more work your GPU has to do. CSAA only works on NVidia I think, but it is more efficient than the MSAA that mat_antialias does.

[quote=Hopps]r_dopixelvisibility 1 // Do not do CPU intensive pixelvis
//r_dopixelvisibility 1 // Do partial visibility testing for glows, halos and pretty lights

I'm confused, so 1 does both?[/quote]
Oh, I forgot to update the comments and values for that. Thanks for the catch.

EDIT: [url=https://github.com/mastercoms/tf2cfg/releases/tag/4.4.6]4.4.6[/url] released with this fix and others, as well as some file cleanup.

[quote=amazoc]Saw also that "mat_software_aa_edge_threshold" is not anymore in the config ,
Valve documentates it as:
- "Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)."

Earlier you set it @ "9" , based on the official documentation I expected certainly to help frames ,
May I ask why it stopped appearing in your cfg. [/quote]
It isn't used if mat_software_aa_strength and mat_software_aa_strength_vgui are set to 0, so it isn't very useful to be changed in the base config. It is, however, adjusted in the [url=https://github.com/mastercoms/tf2cfg/blob/master/mastercomfig/cfg/maxquality.cfg#L49]maxquality preset[/url].

[quote=amazoc]
Also ,I have a small doubt with AA cvars I normally run the game mat_antialias 4 and leave mat_aaquality at 2 .
Could I just lower mat_aaquality to 0 in order to support frames ? ,as far as I can read it disables CSAA , tried already ,but I ts hard to tell the differenent whatsoever.Just to be sure.

thx.[/quote]
The config sets these two values to 0, however, mat_antialias is commented out because it apparently affects some Mumble overlays. The more AA you do, the more work your GPU has to do. CSAA only works on NVidia I think, but it is more efficient than the MSAA that mat_antialias does.
464
#464
0 Frags +

testing mat_queue_mode 2 against -1 in a 4 thread CPU, the difference is negligible
intel i5-2520M, integrated graphics, 640x480 fullscreen (low res to make it more CPU-dependant)
-novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -snoforceformat

mat_queue_mode 2 //multi-thread
2639 frames 23.890 seconds 110.46 fps ( 9.05 ms/f) 6.817 fps variability
2639 frames 23.793 seconds 110.92 fps ( 9.02 ms/f) 6.853 fps variability
2639 frames 23.735 seconds 111.18 fps ( 8.99 ms/f) 6.568 fps variability
mat_queue_mode -1 //default
2639 frames 23.719 seconds 111.26 fps ( 8.99 ms/f) 6.838 fps variability
2639 frames 24.834 seconds 106.27 fps ( 9.41 ms/f) 8.448 fps variability
2639 frames 23.904 seconds 110.40 fps ( 9.06 ms/f) 7.280 fps variability
2639 frames 23.676 seconds 111.46 fps ( 8.97 ms/f) 6.918 fps variability

is there any way of making "timedemo" show the min FPS too?

testing [b]mat_queue_mode 2[/b] against -1 in a 4 thread CPU, the difference is negligible
[url=https://www.cpubenchmark.net/cpu.php?cpu=Intel+Core+i5-2520M+%40+2.50GHz]intel i5-2520M[/url], integrated graphics, 640x480 fullscreen (low res to make it more CPU-dependant)
[i]-novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -snoforceformat[/i]
[code]mat_queue_mode 2 //multi-thread
2639 frames 23.890 seconds 110.46 fps ( 9.05 ms/f) 6.817 fps variability
2639 frames 23.793 seconds 110.92 fps ( 9.02 ms/f) 6.853 fps variability
2639 frames 23.735 seconds 111.18 fps ( 8.99 ms/f) 6.568 fps variability
mat_queue_mode -1 //default
2639 frames 23.719 seconds 111.26 fps ( 8.99 ms/f) 6.838 fps variability
2639 frames 24.834 seconds 106.27 fps ( 9.41 ms/f) 8.448 fps variability
2639 frames 23.904 seconds 110.40 fps ( 9.06 ms/f) 7.280 fps variability
2639 frames 23.676 seconds 111.46 fps ( 8.97 ms/f) 6.918 fps variability[/code]
is there any way of making "timedemo" show the min FPS too?
465
#465
0 Frags +
sagetesting mat_queue_mode 2 against -1 in a 4 thread CPU, the difference is negligible
intel i5-2520M, integrated graphics, 640x480 fullscreen (low res to make it more CPU-dependant)

mat_queue_mode has to do with the graphics card as much as it as to do with the CPU, don't use a low resolution for it.

sageis there any way of making "timedemo" show the min FPS too?

No, but there might be some more data in tf/sourcebench.csv

[quote=sage]testing [b]mat_queue_mode 2[/b] against -1 in a 4 thread CPU, the difference is negligible
[url=https://www.cpubenchmark.net/cpu.php?cpu=Intel+Core+i5-2520M+%40+2.50GHz]intel i5-2520M[/url], integrated graphics, 640x480 fullscreen (low res to make it more CPU-dependant)[/quote]
mat_queue_mode has to do with the graphics card as much as it as to do with the CPU, don't use a low resolution for it.

[quote=sage]
is there any way of making "timedemo" show the min FPS too?[/quote]
No, but there might be some more data in tf/sourcebench.csv
466
#466
0 Frags +
mastercomsmat_queue_mode has to do with the graphics card as much as it as to do with the CPU, don't use a low resolution for it.

What do you think is the best way to tell if i should be using mat_queue_mode 2 or -1 ?
at first glance it looks like sourcebench.csv has loads of stuff, but the extra info is just dxlevel, launch options and telling if a few settings are on or off

width,height,windowed,vsync,MSAA,Aniso,dxlevel,cmdline,driver name,vendor id,device id,Reduce fillrate,reflect entities,motion blur,flashlight shadows,mat_reduceparticles,r_dopixelvisibility,nulldevice,timedemo_comment,
[quote=mastercoms]
mat_queue_mode has to do with the graphics card as much as it as to do with the CPU, don't use a low resolution for it.
[/quote]
What do you think is the best way to tell if i should be using mat_queue_mode 2 or -1 ?
at first glance it looks like sourcebench.csv has loads of stuff, but the extra info is just dxlevel, launch options and telling if a few settings are on or off
[code]width,height,windowed,vsync,MSAA,Aniso,dxlevel,cmdline,driver name,vendor id,device id,Reduce fillrate,reflect entities,motion blur,flashlight shadows,mat_reduceparticles,r_dopixelvisibility,nulldevice,timedemo_comment,[/code]
467
#467
0 Frags +
mastercoms
The config sets these two values to 0, however, mat_antialias is commented out because it apparently affects some Mumble overlays. The more AA you do, the more work your GPU has to do. CSAA only works on NVidia I think, but it is more efficient than the MSAA that mat_antialias does.

Nice , Having an ATI card that explains why in the video options of in-game menu it only displays selectable 4x/6x MSAA and setting it returns always mat_aaquality to 0. Albeit I can still set and play with mat_aaquality to 2 even when ATI is not compatible with it , and the cvar does not reset nor backs to 0, & It gaves me the impression the game-image is bit sharper and smoother , so that ,makes me doubt that they could apply some custom filtering for ATI only GPU's (CFAA which is analogous technology to CSAA from NVIDIA) but I guess it would show it in menu so I discard it.

-->

I found a cvar use a bit missleading thats the case of host_thread_mode , I know when is set to higher than 0 in a local server it makes freeze but on non-local it works fine , in your config is actually disabled, my question is simple ,since it works outside the local scope ,may this cvar help for those who not make use of hosting or local usages ,since on normal servers it works fines at least for me , sighted you swapped the value from 1 to 2 in a commit ,why that ?

thank you kindly..

[quote=mastercoms]

The config sets these two values to 0, however, mat_antialias is commented out because it apparently affects some Mumble overlays. The more AA you do, the more work your GPU has to do. CSAA only works on NVidia I think, but it is more efficient than the MSAA that mat_antialias does.[/quote]

Nice , Having an ATI card that explains why in the video options of in-game menu it only displays selectable 4x/6x MSAA and setting it returns always mat_aaquality to 0. Albeit I can still set and play with mat_aaquality to 2 even when ATI is not compatible with it , and the cvar does not reset nor backs to 0, & It gaves me the impression the game-image is bit sharper and smoother , so that ,makes me doubt that they could apply some custom filtering for ATI only GPU's (CFAA which is analogous technology to CSAA from NVIDIA) but I guess it would show it in menu so I discard it.

-->

I found a cvar use a bit missleading thats the case of host_thread_mode , I know when is set to higher than 0 in a local server it makes freeze but on non-local it works fine , in your config is actually disabled, my question is simple ,since it works outside the local scope ,may this cvar help for those who not make use of hosting or local usages ,since on normal servers it works fines at least for me , sighted you swapped the value from 1 to 2 in a commit ,why that ?

thank you kindly..
468
#468
1 Frags +
amazocNice , Having an ATI card that explains why in the video options of in-game menu it only displays selectable 4x/6x MSAA and setting it returns always mat_aaquality to 0. Albeit I can still set and play with mat_aaquality to 2 even when ATI is not compatible with it , and the cvar does not reset or backs to 0, & It gaves me the impression the game-image is bit sharper and smoother , so that ,makes me doubt that they could apply some custom filtering for ATI only GPU's (CFAA which is analogous technology to CSAA from NVIDIA) but I guess it would show it in menu so I discard it.

It checks for an NVidia GPU before using mat_aaquality, so it shouldn't affect image quality on other GPU makers.

amazocI found a cvar use a bit missleading thats the case of host_thread_mode , I know when is set to higher than 0 in a local server it makes freeze but on non-local it works fine , in your config is actually disabled, my question is simple ,since it works outside the local scope ,may this cvar help for those who not make use of hosting or local usages ,since on normal servers it works fines at least for me , sighted you swapped the value from 1 to 2 in a commit ,why that ?

It should help. 1 checks if you have threads available in the thread pool or something like that, while 2 ignores that availability and forces a threaded frame order. 1 is the best/safest value, imo.

sageWhat do you think is the best way to tell if i should be using mat_queue_mode 2 or -1 ?

Just run the timedemo at the settings you would play the game at.

sageat first glance it looks like sourcebench.csv has loads of stuff, but the extra info is just dxlevel, launch options and telling if a few settings are on or off
width,height,windowed,vsync,MSAA,Aniso,dxlevel,cmdline,driver name,vendor id,device id,Reduce fillrate,reflect entities,motion blur,flashlight shadows,mat_reduceparticles,r_dopixelvisibility,nulldevice,timedemo_comment,

Hm, that's unfortunate, I thought it had a chart of frame times, or at least it used to.

[quote=amazoc]
Nice , Having an ATI card that explains why in the video options of in-game menu it only displays selectable 4x/6x MSAA and setting it returns always mat_aaquality to 0. Albeit I can still set and play with mat_aaquality to 2 even when ATI is not compatible with it , and the cvar does not reset or backs to 0, & It gaves me the impression the game-image is bit sharper and smoother , so that ,makes me doubt that they could apply some custom filtering for ATI only GPU's (CFAA which is analogous technology to CSAA from NVIDIA) but I guess it would show it in menu so I discard it.
[/quote]
It checks for an NVidia GPU before using mat_aaquality, so it shouldn't affect image quality on other GPU makers.

[quote=amazoc]
I found a cvar use a bit missleading thats the case of host_thread_mode , I know when is set to higher than 0 in a local server it makes freeze but on non-local it works fine , in your config is actually disabled, my question is simple ,since it works outside the local scope ,may this cvar help for those who not make use of hosting or local usages ,since on normal servers it works fines at least for me , sighted you swapped the value from 1 to 2 in a commit ,why that ?
[/quote]
It should help. 1 checks if you have threads available in the thread pool or something like that, while 2 ignores that availability and forces a threaded frame order. 1 is the best/safest value, imo.

[quote=sage]
What do you think is the best way to tell if i should be using mat_queue_mode 2 or -1 ?
[/quote]
Just run the timedemo at the settings you would play the game at.

[quote=sage]
at first glance it looks like sourcebench.csv has loads of stuff, but the extra info is just dxlevel, launch options and telling if a few settings are on or off
[code]width,height,windowed,vsync,MSAA,Aniso,dxlevel,cmdline,driver name,vendor id,device id,Reduce fillrate,reflect entities,motion blur,flashlight shadows,mat_reduceparticles,r_dopixelvisibility,nulldevice,timedemo_comment,[/code][/quote]
Hm, that's unfortunate, I thought it had a chart of frame times, or at least it used to.
469
#469
0 Frags +

If using an HDD, is it a bad thing to use async?
I remembered seeing options for either SSD or HDD

If using an HDD, is it a bad thing to use async?
I remembered seeing options for either SSD or HDD
470
#470
2 Frags +
HoppsIf using an HDD, is it a bad thing to use async?
I remembered seeing options for either SSD or HDD

No, it isn't. The only thing that would be specific to SSDs and HDDs is snd_async_minsize but you should only use higher sizes if you are getting problems like audio stuttering.

[quote=Hopps]If using an HDD, is it a bad thing to use async?
I remembered seeing options for either SSD or HDD[/quote]
No, it isn't. The only thing that would be specific to SSDs and HDDs is snd_async_minsize but you should only use higher sizes if you are getting problems like audio stuttering.
471
#471
3 Frags +

Hey mastercoms, I just wanted to thank you for keeping my frames over 150 when l didn't have a GPU. Comanglia's config worked well, but not as well as your config. Keep doing what you're doing :D

Hey mastercoms, I just wanted to thank you for keeping my frames over 150 when l didn't have a GPU. Comanglia's config worked well, but not as well as your config. Keep doing what you're doing :D
472
#472
3 Frags +
maniacalHey mastercoms, I just wanted to thank you for keeping my frames over 150 when l didn't have a GPU. Comanglia's config worked well, but not as well as your config. Keep doing what you're doing :D

thanks!!! <3

[quote=maniacal]Hey mastercoms, I just wanted to thank you for keeping my frames over 150 when l didn't have a GPU. Comanglia's config worked well, but not as well as your config. Keep doing what you're doing :D[/quote]
thanks!!! <3
473
#473
0 Frags +

What are the shadow settings necessary to see shadows through certain walls?

What are the shadow settings necessary to see shadows through certain walls?
474
#474
1 Frags +
BrimstoneWhat are the shadow settings necessary to see shadows through certain walls?

cl_blobbyshadows 0
and then obvious ones like r_shadows 1 and r_shadowmaxrendered not 0 etc.

edit: obviously fair warning cl_blobbyshadows 0 will let shadows bleed through walls but it also reduces fps fairly heavily.

[quote=Brimstone]What are the shadow settings necessary to see shadows through certain walls?[/quote]

cl_blobbyshadows 0
and then obvious ones like r_shadows 1 and r_shadowmaxrendered not 0 etc.

edit: obviously fair warning cl_blobbyshadows 0 will let shadows bleed through walls but it also reduces fps fairly heavily.
475
#475
0 Frags +
Included_MiddleBrimstoneWhat are the shadow settings necessary to see shadows through certain walls?
cl_blobbyshadows 0
and then obvious ones like r_shadows 1 and r_shadowmaxrendered not 0 etc.

edit: obviously fair warning cl_blobbyshadows 0 will let shadows bleed through walls but it also reduces fps fairly heavily.

Also, you should use r_shadowrendertotexture 1

[quote=Included_Middle][quote=Brimstone]What are the shadow settings necessary to see shadows through certain walls?[/quote]

cl_blobbyshadows 0
and then obvious ones like r_shadows 1 and r_shadowmaxrendered not 0 etc.

edit: obviously fair warning cl_blobbyshadows 0 will let shadows bleed through walls but it also reduces fps fairly heavily.[/quote]
Also, you should use r_shadowrendertotexture 1
476
#476
1 Frags +

Is not reasonable to lower these ? Actually they arent present in your "comfig"

·mat_envmapsize : 128
·mat_envmaptgasize : 32
mat_wateroverlaysize : 256

Could you give us a basic documentation of what they do ?

btw based on Rhapsody's comments

mat_envmapsize //Changes envmap size.
·mat_envmaptgasize // Messes around with size of sprayed textures.
mat_wateroverlaysize // Changes water overlay size .

**elsewhere is commented that mat_wateroverlaysize // Sets the resolution of water distortion. Must be multiple of 8.

I found Chris maxframes lowered envm* vars to "8" and set the water´s material to "1" , so I guess this variables follow a multiplier factor . I actually set this as Chris ,idk if they will have some prominent impact.

thx again

Is not reasonable to lower these ? Actually they arent present in your "comfig"

·mat_envmapsize : 128
·mat_envmaptgasize : 32
mat_wateroverlaysize : 256

Could you give us a basic documentation of what they do ?

[i]btw based on Rhapsody's comments

mat_envmapsize //Changes envmap size.
·mat_envmaptgasize // Messes around with size of sprayed textures.
mat_wateroverlaysize // Changes water overlay size .

**elsewhere is commented that mat_wateroverlaysize // Sets the resolution of water distortion. Must be multiple of 8.
[/i]


I found Chris maxframes lowered envm* vars to "8" and set the water´s material to "1" , so I guess this variables follow a multiplier factor . I actually set this as Chris ,idk if they will have some prominent impact.

thx again
477
#477
2 Frags +
amazocIs not reasonable to lower these ? Actually they arent present in your "comfig"

No, because all 3 are useless and just used for debugging/testing. Rhapsody's comments are completely wrong.

amazocmat_envmapsize

Used for the envmap command to get a sample cubemap screenshot, except the value is ignored and set to 512.

amazocmat_envmaptgasize

Image size of the cubemap snapshot taken using the envmap command.

amazocmat_wateroverlaysize

Size of the debugging texture for water, when using the debugging CVars mat_showwatertextures or mat_showcamerarendertarget.

[quote=amazoc]Is not reasonable to lower these ? Actually they arent present in your "comfig"
[/quote]
No, because all 3 are useless and just used for debugging/testing. Rhapsody's comments are completely wrong.

[quote=amazoc]mat_envmapsize[/quote]
Used for the envmap command to get a sample cubemap screenshot, except the value is ignored and set to 512.

[quote=amazoc]mat_envmaptgasize[/quote]
Image size of the cubemap snapshot taken using the envmap command.

[quote=amazoc]mat_wateroverlaysize[/quote]
Size of the debugging texture for water, when using the debugging CVars mat_showwatertextures or mat_showcamerarendertarget.
478
#478
0 Frags +
mastercoms

There is a great number of variables targetted to debugging that can be altered w/o svcheats , soo.. they definetely none of them have negative side effects on frames in real time game execution on their enabled default values ?

[quote=mastercoms]

[/quote]

There is a great number of variables targetted to debugging that can be altered w/o svcheats , soo.. they definetely none of them have negative side effects on frames in real time game execution on their enabled default values ?
479
#479
0 Frags +
amazocThere is a great number of variables targetted to debugging that can be altered w/o svcheats , soo.. they definetely none of them have negative side effects on frames in real time game execution on their enabled default values ?

Not sure what you're referring to. Could you give me an example?

[quote=amazoc]
There is a great number of variables targetted to debugging that can be altered w/o svcheats , soo.. they definetely none of them have negative side effects on frames in real time game execution on their enabled default values ?[/quote]
Not sure what you're referring to. Could you give me an example?
480
#480
1 Frags +
mastercomsamazocThere is a great number of variables targetted to debugging that can be altered w/o svcheats , soo.. they definetely none of them have negative side effects on frames in real time game execution on their enabled default values ?Not sure what you're referring to. Could you give me an example?

Yes , kinda ,
Sorry for the confusion ,but it was my mistake, I was referring to explicit non-cheat debug related variables that have some value that could interact with the gameplay like dumping msgs to console or outputting errors on their enabled def. values , but now that I give a review to the console dump almost every debug variable is on "0" so really sorry.I had some sort of erroneous belief that some of them were on a different setup.

Some of the kind of CVars I had in thought :

mat_debugdepth -
mat_debugdepthval 128
mat_debugdepthvalmax 256
adsp_debug -
mat_debug_postprocessing_effects -
r_sequence_debug -

nvm and sorry for the mistaken question.

[quote=mastercoms][quote=amazoc]
There is a great number of variables targetted to debugging that can be altered w/o svcheats , soo.. they definetely none of them have negative side effects on frames in real time game execution on their enabled default values ?[/quote]
Not sure what you're referring to. Could you give me an example?[/quote]



Yes , kinda ,
Sorry for the confusion ,but it was my mistake, I was referring to explicit non-cheat debug related variables that have some value that could interact with the gameplay like dumping msgs to console or outputting errors on their enabled def. values , but now that I give a review to the console dump almost every debug variable is on "0" so really sorry.I had some sort of erroneous belief that some of them were on a different setup.

Some of the kind of CVars I had in thought :

mat_debugdepth -
mat_debugdepthval 128
mat_debugdepthvalmax 256
adsp_debug -
mat_debug_postprocessing_effects -
r_sequence_debug -

nvm and sorry for the mistaken question.
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