No, it controls shader quality. Reducing fillrate in this instance means reducing the required pixel fill cost.
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This is irrelevant but given that I was mentioned and kind of misunderstood, I thought I'd respond. I didn't I said you would get higher FPS all the time with DX9 vs DX8. The more efficient renderer is rendering more, so it's just doing more, faster, but in more time than something that's doing less, slower. So it's understandable that it's getting less average FPS.
Anyways, DX9 can help a lot with drops, latency, resource usage, frame timing and performance over longer periods of time even if it isn't getting you higher average FPS. Finally, keep in mind that how you test dxlevel can affect your benchmarks. You should be setting dx9 and then launching without -dxlevel 90, or else you will experience some graphics options getting reset, causing lower FPS.
AimIsADickDo the launch options need to be in the latest game version? If so then I can adjust my launch option list to accommodate that. Also what do you refer to as a bad launch option?
The things you were saying: "junk strings that aren't launch options"
AimIsADickHow do I compile mastercomfig from the source that is on github? I'd like to try and help out development aside from updating the list of launch options to remove the junk strings that aren't launch options. This is the list that I'm going to refer to if I do.
P.S Can I use the 2018 code leak of TF2 as a source of information like the Source SDK?
Thanks for your interest in contributing to mastercomfig! There's a contributing document that contains packaging instructions here: https://github.com/mastercomfig/mastercomfig/blob/develop/.github/CONTRIBUTING.md#packaging
Beware that any sanitization of the launch options must be automated to be part of the generation process. So a filter of known bad launch options could work, as well as a heuristic for random garbage.
You can use your own personal knowledge of TF2 to develop mastercomfig. Where that knowledge comes from is not of my concern.
Yeah how Windows and Source interact for threading adds a lot of overhead and latency to the frame. That's sort of what I was working on that gave the biggest gains in TC2.
what's your hud
AimIsADickTo add rotten cherries as well, it seems that the MTU size is hard coded as 1200 bytes. Why not just make a cvar for it so the user can use their optimized MTU size?
Limitation in Steam.
AimIsADickWill you use the 2020 leak of TF2 as research in mastercomfig?
Already done.
I am pretty sure that it's just a problem with TF2, since split packets (>1260 bytes) are kinda not well implemented.
are you using a surface properties mod, like no footsteps?
New thread here: https://www.teamfortress.tv/58095/rgl-pugs-technical-alpha
RGL PUGs sneak peek on stream: http://twitch.tv/b4nny
could you share your net settings that didnt have lag spikes?
MakWhy fix something that was literally never fucking broken this shit is insanity. Reminds me of the dogshit random ass change they made to flame visuals with jungle inferno where they just made them opaque and ugly as fuck. Valve are sooo fucking tone-deaf it's unbelievable.
aboOodWait I'm out of the loop, what's this about a spy update?
It's just some fixes to uber cloaking and then some arbitrary/cosmetic cleanup to the materials. https://steamcommunity.com/sharedfiles/filedetails/?id=2188847513
Try toggling combinations of anti-aliasing on or off, and borderless windowed and fullscreen?