Upvote Upvoted 317 Downvote Downvoted
1 ⋅⋅ 28 29 30 31 32 33 34 ⋅⋅ 82
mastercomfig - fps/customization config
posted in Customization
901
#901
0 Frags +
JackStanleySteam update patchnote:New feature: Shader Pre-Caching. Whenever possible, depending on hardware and driver support, Steam can download pre-compiled shaders for your specific video card. This reduces load times and in-game stuttering during the first few launches of OpenGL- and Vulkan-based games on supported hardware.
Should we give OpenGL emulating on Windows a second chance?

It isn't beneficial because of how TF2 handles HLSL vs how it handles GLSL support.

The launch option already gave better performance, there isn't a reason to revisit just because of this. I haven't been able to test if flamethrower particles are still invisible on it, so that's why it was moved to silly launch options.

[quote=JackStanley]Steam update patchnote:
[quote]New feature: Shader Pre-Caching. Whenever possible, depending on hardware and driver support, Steam can download pre-compiled shaders for your specific video card. This reduces load times and in-game stuttering during the first few launches of [u]OpenGL[/u]- and Vulkan-based games on supported hardware.[/quote]

Should we give OpenGL emulating on Windows a second chance?[/quote]

It isn't beneficial because of how TF2 handles HLSL vs how it handles GLSL support.

The launch option already gave better performance, there isn't a reason to revisit just because of this. I haven't been able to test if flamethrower particles are still invisible on it, so that's why it was moved to silly launch options.
902
#902
1 Frags +
gemm^m_limitedcapture_workaround 1 still causes issues with me so probably shouldnt be default

m_limitedcapture_workaround "1" is the default setting though. However, if you hadn't experienced any issues prior it was added I'd say it's safe to disable it.

[quote=gemm]^m_limitedcapture_workaround 1 still causes issues with me so probably shouldnt be default[/quote]

m_limitedcapture_workaround "1" is the default setting though. However, if you hadn't experienced any issues prior it was added I'd say it's safe to disable it.
903
#903
1 Frags +

Does the exec custom run after the comp preset?

m_limitedcapture_workaround 1 // Workaround for mouse capture issues

Also kind of off topic but can this or a different setting make TF2 mouse capturing better? I still get issues clicking outside of TF2 when playing it full screen with a second monitor enabled.

Does the exec custom run after the comp preset?

[quote]m_limitedcapture_workaround 1 // Workaround for mouse capture issues[/quote]

Also kind of off topic but can this or a different setting make TF2 mouse capturing better? I still get issues clicking outside of TF2 when playing it full screen with a second monitor enabled.
904
#904
4 Frags +
HonsterDoes the exec custom run after the comp preset?

custom runs after any preset and addons.

Honsterm_limitedcapture_workaround 1 // Workaround for mouse capture issues
Also kind of off topic but can this or a different setting make TF2 mouse capturing better? I still get issues clicking outside of TF2 when playing it full screen with a second monitor enabled.

I believe that setting causes that clicking issue, so disable it.

6.1.0 released with networking improvements, performance enhancements, documentation tweaks, bug fixes and quality improvements.

[quote=Honster]Does the exec custom run after the comp preset?[/quote]
custom runs after any preset and addons.

[quote=Honster][quote]m_limitedcapture_workaround 1 // Workaround for mouse capture issues[/quote]

Also kind of off topic but can this or a different setting make TF2 mouse capturing better? I still get issues clicking outside of TF2 when playing it full screen with a second monitor enabled.[/quote]
I believe that setting causes that clicking issue, so disable it.

[quote][/quote]
[b][url=https://github.com/mastercoms/tf2cfg/releases/tag/6.1.0]6.1.0[/url] released with networking improvements, performance enhancements, documentation tweaks, bug fixes and quality improvements.
[/b]
905
#905
2 Frags +

I'm running a potato. Classic case of waiting on more money for building new pc.
Can anyone tell me if this is the best option for me?
Running slightly less than 2.0 ghz cpu, 2g ram, integrated graphics. This is a true potato. I can play a little league of legends, n64 games, and now experimenting with tf2 for the first time. Is this config going to give me best fps disregarding quality? and how do I use this method? Thanks a bunch.

I'm running a potato. Classic case of waiting on more money for building new pc.
Can anyone tell me if this is the best option for me?
Running slightly less than 2.0 ghz cpu, 2g ram, integrated graphics. This is a true potato. I can play a little league of legends, n64 games, and now experimenting with tf2 for the first time. Is this config going to give me best fps disregarding quality? and how do I use this method? Thanks a bunch.
906
#906
4 Frags +
VashtheStampedeI'm running a potato. Classic case of waiting on more money for building new pc.
Can anyone tell me if this is the best option for me?
Running slightly less than 2.0 ghz cpu, 2g ram, integrated graphics. This is a true potato. I can play a little league of legends, n64 games, and now experimenting with tf2 for the first time. Is this config going to give me best fps disregarding quality? and how do I use this method? Thanks a bunch.

maxperformance or comp preset with the igpu addon would be good. If the FPS isn't good enough, you can use the stripped addon.

6.1.1 released with bug fixes and documentation improvements.

[quote=VashtheStampede]I'm running a potato. Classic case of waiting on more money for building new pc.
Can anyone tell me if this is the best option for me?
Running slightly less than 2.0 ghz cpu, 2g ram, integrated graphics. This is a true potato. I can play a little league of legends, n64 games, and now experimenting with tf2 for the first time. Is this config going to give me best fps disregarding quality? and how do I use this method? Thanks a bunch.[/quote]
maxperformance or comp preset with the igpu addon would be good. If the FPS isn't good enough, you can use the stripped addon.

[quote][/quote]
[b][url= https://github.com/mastercoms/tf2cfg/releases/tag/6.1.1]6.1.1[/url] released with bug fixes and documentation improvements.[/b]
907
#907
0 Frags +

snd_lockpartial and mat_managedtextures are treated as "unknown commands" for me. Maybe those commands don't work with OpenGL?

snd_lockpartial and mat_managedtextures are treated as "unknown commands" for me. Maybe those commands don't work with OpenGL?
908
#908
0 Frags +
Victorsnd_lockpartial and mat_managedtextures are treated as "unknown commands" for me. Maybe those commands don't work with OpenGL?

Yep they're Windows only.

[quote=Victor]snd_lockpartial and mat_managedtextures are treated as "unknown commands" for me. Maybe those commands don't work with OpenGL?[/quote]
Yep they're Windows only.
909
#909
0 Frags +

....

....
910
#910
0 Frags +

mastercomfig-comp.vpk and mastercomfig-compquality.vpk appear to be the same file

mastercomfig-comp.vpk and mastercomfig-compquality.vpk appear to be the same file
911
#911
1 Frags +

Hey there, how to remove the fog?

Hey there, how to remove the fog?
912
#912
0 Frags +

Does cl_particle_batch_mode 2 improve performance? What are the bugs with it?

Does mat_reducefillrate 1 use more CPU? Does it reduce performance for good graphics cards? Trying to work out why it was moved to igpu.cfg.

What is the logic in setting net_splitpacket_maxrate exactly 1 higher than rate?

What effect does nb_shadow_dist have on gameplay and performance? Does it have any effect if you set r_shadows 0?
Also, the Valve developer wiki article on NextBot states that it is an AI system - how does it relate to shadows?

comfig.cfgcl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
// and some other effects

Could this be set to some extremely large value (ie cl_fasttempentcollision 10000) to effectively disable checking for such collisions? Would this improve performance?

comfig.cfgrope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen

Could this be set to some extremely large value (ie rope_solid_minwidth 10000) to effectively disable drawing ropes? Would this improve performance? Would this have any effect if you set rope_rendersolid 0?

Finally, does snd_cull_duplicates 1 improve performance on good CPUs? Does it have a large effect on sound quality? Interested in why it was moved to stripped.cfg.

Does cl_particle_batch_mode 2 improve performance? What are the bugs with it?

Does mat_reducefillrate 1 use more CPU? Does it reduce performance for good graphics cards? Trying to work out why it was moved to igpu.cfg.

What is the logic in setting net_splitpacket_maxrate exactly 1 higher than rate?

What effect does nb_shadow_dist have on gameplay and performance? Does it have any effect if you set r_shadows 0?
Also, the [url=https://developer.valvesoftware.com/wiki/NextBot]Valve developer wiki article on NextBot[/url] states that it is an AI system - how does it relate to shadows?

[quote=comfig.cfg]cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
// and some other effects[/quote]

Could this be set to some extremely large value (ie cl_fasttempentcollision 10000) to effectively disable checking for such collisions? Would this improve performance?

[quote=comfig.cfg]rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen[/quote]

Could this be set to some extremely large value (ie rope_solid_minwidth 10000) to effectively disable drawing ropes? Would this improve performance? Would this have any effect if you set rope_rendersolid 0?

Finally, does snd_cull_duplicates 1 improve performance on good CPUs? Does it have a large effect on sound quality? Interested in why it was moved to stripped.cfg.
913
#913
2 Frags +
hoolimastercomfig-comp.vpk and mastercomfig-compquality.vpk appear to be the same file

They're not.

DrasticBinHey there, how to remove the fog?

What are your launch options?

FreudDoes cl_particle_batch_mode 2 improve performance? What are the bugs with it?

Very minimally. It makes tracers collapse to one ray, and makes flames invisible half of the time.

FreudDoes mat_reducefillrate 1 use more CPU? Does it reduce performance for good graphics cards? Trying to work out why it was moved to igpu.cfg.

Yes and yes.

FreudWhat is the logic in setting net_splitpacket_maxrate exactly 1 higher than rate?

It's how the rate is calculated for splitpackets.

FreudWhat effect does nb_shadow_dist have on gameplay and performance? Does it have any effect if you set r_shadows 0? Also, the Valve developer wiki article on NextBot states that it is an AI system - how does it relate to shadows?

Presumably it's for MvM and TFBots, but I'm not entirely sure.

Freudcomfig.cfgcl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
// and some other effects

Could this be set to some extremely large value (ie cl_fasttempentcollision 10000) to effectively disable checking for such collisions? Would this improve performance?

That's a good idea, I'll add it to the max performance preset.

Freudcomfig.cfgrope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen
Could this be set to some extremely large value (ie rope_solid_minwidth 10000) to effectively disable drawing ropes? Would this improve performance? Would this have any effect if you set rope_rendersolid 0?

There isn't a point to that since you can disable rendering ropes directly. This is just an optimization when ropes are small on the screen.

FreudFinally, does snd_cull_duplicates 1 improve performance on good CPUs? Does it have a large effect on sound quality? Interested in why it was moved to stripped.cfg.

It has a minimal performance improvement on good CPUs, and has a big effect on sound quality for sounds that repeat a lot. It was moved to stripped "due to bugginess with frequent hitsounds", as the change log says.

[quote=hooli]mastercomfig-comp.vpk and mastercomfig-compquality.vpk appear to be the same file[/quote]
They're not.

[quote=DrasticBin]Hey there, how to remove the fog?[/quote]
What are your launch options?

[quote=Freud]Does cl_particle_batch_mode 2 improve performance? What are the bugs with it?[/quote]
Very minimally. It makes tracers collapse to one ray, and makes flames invisible half of the time.

[quote=Freud]Does mat_reducefillrate 1 use more CPU? Does it reduce performance for good graphics cards? Trying to work out why it was moved to igpu.cfg.[/quote]
Yes and yes.

[quote=Freud]What is the logic in setting net_splitpacket_maxrate exactly 1 higher than rate?[/quote]
It's how the rate is calculated for splitpackets.

[quote=Freud]What effect does nb_shadow_dist have on gameplay and performance? Does it have any effect if you set r_shadows 0? Also, the [url=https://developer.valvesoftware.com/wiki/NextBot]Valve developer wiki article on NextBot[/url] states that it is an AI system - how does it relate to shadows?[/quote]
Presumably it's for MvM and TFBots, but I'm not entirely sure.

[quote=Freud][quote=comfig.cfg]cl_fasttempentcollision 20 // Check every 20 frames for collisions on syringes, shell ejection, blood,
// and some other effects[/quote]

Could this be set to some extremely large value (ie cl_fasttempentcollision 10000) to effectively disable checking for such collisions? Would this improve performance?[/quote]
That's a good idea, I'll add it to the max performance preset.

[quote=Freud][quote=comfig.cfg]rope_solid_minwidth 0.1 // Skip drawing ropes if they are not large enough on screen[/quote]

Could this be set to some extremely large value (ie rope_solid_minwidth 10000) to effectively disable drawing ropes? Would this improve performance? Would this have any effect if you set rope_rendersolid 0?
[/quote]
There isn't a point to that since you can disable rendering ropes directly. This is just an optimization when ropes are small on the screen.

[quote=Freud]Finally, does snd_cull_duplicates 1 improve performance on good CPUs? Does it have a large effect on sound quality? Interested in why it was moved to stripped.cfg.[/quote]
It has a minimal performance improvement on good CPUs, and has a big effect on sound quality for sounds that repeat a lot. It was moved to stripped "due to bugginess with frequent hitsounds", as the change log says.
914
#914
0 Frags +

My launch options are: -novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -noforceformat -swapcores -full -w 800 -h 600 -nops2b -high, Im on dxlevel 90 and using the maxperformance and the igpu addon

My launch options are: -novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -noforceformat -swapcores -full -w 800 -h 600 -nops2b -high, Im on dxlevel 90 and using the maxperformance and the igpu addon
915
#915
0 Frags +
DrasticBinMy launch options are: -novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -noforceformat -swapcores -full -w 800 -h 600 -nops2b -high, Im on dxlevel 90 and using the maxperformance and the igpu addon

Remove -nops2b. It causes the thicker fog.

[quote=DrasticBin]My launch options are: -novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -noforceformat -swapcores -full -w 800 -h 600 -nops2b -high, Im on dxlevel 90 and using the maxperformance and the igpu addon[/quote]
Remove -nops2b. It causes the thicker fog.
916
#916
0 Frags +
mastercomsDrasticBinMy launch options are: -novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -noforceformat -swapcores -full -w 800 -h 600 -nops2b -high, Im on dxlevel 90 and using the maxperformance and the igpu addonRemove -nops2b. It causes the thicker fog.

Ok i'll try it

[quote=mastercoms][quote=DrasticBin]My launch options are: -novid -nojoy -nosteamcontroller -noff -nohltv -softparticlesdefaultoff -reuse -primarysound -noforceformat -swapcores -full -w 800 -h 600 -nops2b -high, Im on dxlevel 90 and using the maxperformance and the igpu addon[/quote]
Remove -nops2b. It causes the thicker fog.[/quote]
Ok i'll try it
917
#917
0 Frags +
mastercomsFreudWhat is the logic in setting net_splitpacket_maxrate exactly 1 higher than rate?It's how the rate is calculated for splitpackets.

Could you elaborate on this?

mastercomsFreudWhat effect does nb_shadow_dist have on gameplay and performance? Does it have any effect if you set r_shadows 0? Also, the Valve developer wiki article on NextBot states that it is an AI system - how does it relate to shadows?Presumably it's for MvM and TFBots, but I'm not entirely sure.

What is the logic in setting it to 200 in comfig.cfg and 0 in maxperformance.cfg?

Also, I'll just comment that I always saw the bug where cl_particle_batch_mode 2 doesn't draw flames as a positive, as it means that I can actually see when being attacked by pyros.

[quote=mastercoms][quote=Freud]What is the logic in setting net_splitpacket_maxrate exactly 1 higher than rate?[/quote]
It's how the rate is calculated for splitpackets.[/quote]

Could you elaborate on this?

[quote=mastercoms][quote=Freud]What effect does nb_shadow_dist have on gameplay and performance? Does it have any effect if you set r_shadows 0? Also, the [url=https://developer.valvesoftware.com/wiki/NextBot]Valve developer wiki article on NextBot[/url] states that it is an AI system - how does it relate to shadows?[/quote]
Presumably it's for MvM and TFBots, but I'm not entirely sure.[/quote]

What is the logic in setting it to 200 in comfig.cfg and 0 in maxperformance.cfg?

Also, I'll just comment that I always saw the bug where cl_particle_batch_mode 2 doesn't draw flames as a positive, as it means that I can actually see when being attacked by pyros.
918
#918
0 Frags +

my cl_interp is locked at .0333, how can i get it down to .0152?

my cl_interp is locked at .0333, how can i get it down to .0152?
919
#919
2 Frags +
yawnmy cl_interp is locked at .0333, how can i get it down to .0152?

youre referring to lerp right?
cl_interp_ratio 1

[quote=yawn]my cl_interp is locked at .0333, how can i get it down to .0152?[/quote]
youre referring to lerp right?
cl_interp_ratio 1
920
#920
0 Frags +
sageyawnmy cl_interp is locked at .0333, how can i get it down to .0152?youre referring to lerp right?
cl_interp_ratio 1

thanks : )

[quote=sage][quote=yawn]my cl_interp is locked at .0333, how can i get it down to .0152?[/quote]
youre referring to lerp right?
cl_interp_ratio 1[/quote]

thanks : )
921
#921
0 Frags +
FreudmastercomsFreudWhat is the logic in setting net_splitpacket_maxrate exactly 1 higher than rate?It's how the rate is calculated for splitpackets.
Could you elaborate on this?
mastercomsFreudWhat effect does nb_shadow_dist have on gameplay and performance? Does it have any effect if you set r_shadows 0? Also, the Valve developer wiki article on NextBot states that it is an AI system - how does it relate to shadows?Presumably it's for MvM and TFBots, but I'm not entirely sure.
What is the logic in setting it to 200 in comfig.cfg and 0 in maxperformance.cfg?

Also, I'll just comment that I always saw the bug where cl_particle_batch_mode 2 doesn't draw flames as a positive, as it means that I can actually see when being attacked by pyros.

I honestly don't remember how exactly I came to the +1 value. I will have to check.

The distance decreases, so it's less intensive.

I would say most people would like to see how a pyro is firing, especially since people were complaining about the invisible flames bug before.

yawnsageyawnmy cl_interp is locked at .0333, how can i get it down to .0152?youre referring to lerp right?
cl_interp_ratio 1

thanks : )

I wouldn't recommend using it though. 2 is a much more reliable value.

[quote=Freud][quote=mastercoms][quote=Freud]What is the logic in setting net_splitpacket_maxrate exactly 1 higher than rate?[/quote]
It's how the rate is calculated for splitpackets.[/quote]

Could you elaborate on this?

[quote=mastercoms][quote=Freud]What effect does nb_shadow_dist have on gameplay and performance? Does it have any effect if you set r_shadows 0? Also, the [url=https://developer.valvesoftware.com/wiki/NextBot]Valve developer wiki article on NextBot[/url] states that it is an AI system - how does it relate to shadows?[/quote]
Presumably it's for MvM and TFBots, but I'm not entirely sure.[/quote]

What is the logic in setting it to 200 in comfig.cfg and 0 in maxperformance.cfg?

Also, I'll just comment that I always saw the bug where cl_particle_batch_mode 2 doesn't draw flames as a positive, as it means that I can actually see when being attacked by pyros.[/quote]
I honestly don't remember how exactly I came to the +1 value. I will have to check.

The distance decreases, so it's less intensive.

I would say most people would like to see how a pyro is firing, especially since people were complaining about the invisible flames bug before.

[quote=yawn][quote=sage][quote=yawn]my cl_interp is locked at .0333, how can i get it down to .0152?[/quote]
youre referring to lerp right?
cl_interp_ratio 1[/quote]

thanks : )[/quote]
I wouldn't recommend using it though. 2 is a much more reliable value.
922
#922
0 Frags +

I found a typo in the comfig.cfg file

Line 68:
//cl_allowupload 0 // Diisable uploading your player custom files

I found a typo in the comfig.cfg file

Line 68:
//cl_allowupload 0 // [b]Diisable[/b] uploading your player custom files
923
#923
0 Frags +

thoughts on dxlevel 80 vs 81?

thoughts on dxlevel 80 vs 81?
924
#924
0 Frags +
FraklinI found a typo in the comfig.cfg file

Line 68:
//cl_allowupload 0 // Diisable uploading your player custom files

Thanks

hoolithoughts on dxlevel 80 vs 81?

I've heard 81 is more stable than 80, whatever that means. 80 has less graphical features than 81, so you might get a performance boost from that.

[quote=Fraklin]I found a typo in the comfig.cfg file

Line 68:
//cl_allowupload 0 // [b]Diisable[/b] uploading your player custom files[/quote]
Thanks

[quote=hooli]thoughts on dxlevel 80 vs 81?[/quote]
I've heard 81 is more stable than 80, whatever that means. 80 has less graphical features than 81, so you might get a performance boost from that.
925
#925
0 Frags +

Can I switch to dxlevel 81 or will I still crash?

Can I switch to dxlevel 81 or will I still crash?
926
#926
0 Frags +
DrasticBinCan I switch to dxlevel 81 or will I still crash?

It’ll be fine as long as your graphics card driver still supports dx8.

Recent AMD drivers are dropping support for dx8 so you might want to roll back your drivers in order for it to work properly.

[quote=DrasticBin]Can I switch to dxlevel 81 or will I still crash?[/quote]
It’ll be fine as long as your graphics card driver still supports dx8.

Recent AMD drivers are dropping support for dx8 so you might want to roll back your drivers in order for it to work properly.
927
#927
1 Frags +

6.1.2-beta

https://github.com/mastercoms/tf2cfg/archive/beta.zip

Optimizations, typo fix and new work in progress Bad CPU addon

6.1.2-beta

https://github.com/mastercoms/tf2cfg/archive/beta.zip

Optimizations, typo fix and new work in progress Bad CPU addon
928
#928
1 Frags +

When ever I try to join koth_lazarus I get an error 'engine hunk overflow' which commands do I need to update to fix this error?

When ever I try to join koth_lazarus I get an error 'engine hunk overflow' which commands do I need to update to fix this error?
929
#929
2 Frags +
Included_MiddleWhen ever I try to join koth_lazarus I get an error 'engine hunk overflow' which commands do I need to update to fix this error?

r_hunkalloclightmaps 0 should fix it

[quote=Included_Middle]When ever I try to join koth_lazarus I get an error 'engine hunk overflow' which commands do I need to update to fix this error?[/quote]
r_hunkalloclightmaps 0 should fix it
930
#930
1 Frags +
deguIncluded_MiddleWhen ever I try to join koth_lazarus I get an error 'engine hunk overflow' which commands do I need to update to fix this error?r_hunkalloclightmaps 0 should fix it

This fixed it, thanks

[quote=degu][quote=Included_Middle]When ever I try to join koth_lazarus I get an error 'engine hunk overflow' which commands do I need to update to fix this error?[/quote]
r_hunkalloclightmaps 0 should fix it[/quote]

This fixed it, thanks
1 ⋅⋅ 28 29 30 31 32 33 34 ⋅⋅ 82
Please sign in through STEAM to post a comment.