This is also related to prediction, so make sure that you're not getting prediction errors (cl_showerror 1). Also, could you let me know your values for cl_smooth and cl_smoothtime?
Account Details | |
---|---|
SteamID64 | 76561198046110893 |
SteamID3 | [U:1:85845165] |
SteamID32 | STEAM_0:1:42922582 |
Country | United States |
Signed Up | August 8, 2017 |
Last Posted | May 29, 2025 at 11:21 PM |
Posts | 1557 (0.5 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
ZestyDo you ever plan on making a branch which is only "release candidate" changes that could be pushed to the game now? I think there is a non zero chance of valve implementing those changes if you sent that to them considering the low amount of work to implement vs the performance considerations.
I mean, the GitHub was never meant for Valve. It was a testing grounds for me to test patches which I can email descriptions to them, as I had been doing prior to making the repo public. It also helps me get more community testing of those patches.
CollaideThere are changes from team comtress on github. Valve could literally spend a mere hour copying everything over which would like entirely fix the game. they just refuse to
I wouldn't want Valve to do that. The changes on GitHub aren't ready and I don't want to cause bugs in the game.
Yeah, admittedly, I could do better than just not mentioning DX8 in the docs. My wish was by not mentioning it, it would be used less by people who don't need it, and the ones that did would find it in their more extensive search for performance, but really, it's better to inform than to hide things.
Rev3Would be nice if someone like you could give us a solution instead of making fun of someone who tried? No? (Simps incoming)
I'm not sure that was the impression I wanted to make. I was just being lighthearted since I thought that would be the solution. I found it funny that we already have a script for making sure an input is received even if you have the opposing button pressed, and now Rico made a script to make sure of the opposite, where it makes sure an input is not received if you have the opposing button pressed.
But really, given your comments, I doubt you really wanted to say anything constructive and were just waiting to say that to me. Now, I hope it was cathartic and you're relieved of whatever pain you had.
RicoThis fucks up some random stuff you might be doing, but maybe it helps
the opposite of the null-cancelling movement script
I feel like it's a misunderstanding of a few variables as well as possibly older FPS configs not working as well:
First, I think the main premise of this was because people associate DX8 with lower quality, while it is much more than that. It changes the entire rendering pipeline to something which doesn't work as well on newer GPUs. The speed boost that people see at all is simply because DX8 supports less features, and thus renders less, but it renders less at a lower efficiency.
Furthermore, many configs in the past did not properly save changes to TF2's video config, which caused the game to reload many times on startup, causing graphics systems to initialize in pathways which could have resulted in glitches and lower performance. mastercomfig saves the graphics options that you select to the video config, so that these reloads are avoided. To completely ensure that this is the case, use modules entirely instead of individual rendering commands (usually prefixed with mat_, also applies to r_rootlod).
Finally, I think that in some cases, people found that their game ran better without a config, and I don't want to disparage the work other people have done, but perhaps people associated a config with only changing graphics quality, while it does much more than that, and thus, can affect the game's performance beyond lower quality graphics.
All of these things can combine together for a community to eventually come to the conclusion that lower graphics are bad for performance on some systems, even though the reality was slightly different. These games of telephone are very common in this community as well as any other community. As information is passed along and reworded, re-understood and re-contextualized, it can gain new meanings which point to new conclusions.
In my time looking at how people have benchmarked each of my presets, I have found that each preset scales in respect to FPS as you would expect from low quality to ultra quality, and it is close to linear (with some softer bumps across the medium presets). So, I don't expect this rumor to do you much good.
I think a good way to think about it is that these sorts of options are rarely part of some zero sum game, where the more quality you stress onto your GPU, the less work your CPU does. Most often, it's a constant amount of CPU work, or more CPU work, in combination with increasing load on your GPU.
There is, however, one case where increasing the quality is a good tradeoff, and that's if your GPU is throttling below its max clock because of power saving measures, since it doesn't realize it needs to render at full capacity for TF2 since it is generally lighter on the GPU than other games. Usually, you can control this in your power options, both in the driver settings (in NVIDIA it is called "prefer maximum performance") and in Windows 10's graphics settings "graphics performance preference". In the vast majority of cases, this will solve the issue, but some cards may still not scale correctly and thus it may be worthwhile to look into the medium high or high presets.
Very Low disables console output. Use the debug_minimal command, or set debug=minimal in your launch options.
9.1.0 released with download UI updates, customization improvements and performance optimizations.
This release took 20 hours to produce. If you like the work I do, consider supporting me!
You shouldn't need to do this, if you're using modules properly and not setting graphics options after startup. However, you can refer here to learn more about the aliases in mastercomfig you can use for custom scripting: https://docs.mastercomfig.com/en/latest/customization/custom_configs/#optional-aliases
In this case, you can use alias game_overrides_once_c"hud_reloadscheme"
Starting work on some gameplay fixes. Playtesting on tf2.mastercomfig.com!
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.3.1
Also, we just hit 200FPS!
https://cdn.discordapp.com/attachments/758683168357220382/768931705939034182/unknown.png