kelevroPirateer5kelevroExactly the same problem. In my case, this is very noticeable when i am streaming and playing competitive.
I thought the problem was in the competitive. But sometimes it happens in public too.
Sometimes "record 1; stop" helps, but only sometimes. I can't even get close to understanding the logic of the problem
MoermanI have exactly the same issue. Especially in combo with a recording software. Havent found a fix for it yet, but It doesnt sound like a cfg issue to me rn.
Do you guys use OBS and do you use Nvidia NVENC? I played for several maps today whilst only recording using ingame demos, and it wasn't nearly as bad as it usually is (with OBS recordings + tabbing out to change recording filenames). Wondering if changing to CPU-based encoding might work better or if you guys are already using CPU encoding and it's still bad? That's the only possible thing I can think of at the moment, really frustrating problem and hoping for any sort of fix
Nvidia NVENC + OBS
Have you tried playing competitive without OBS ? In my case, lags are present even without obs
I tried to delete the game completely and play with the default version. Got better. Possibly hud?
Which version of mastercomms are you guys using, and what other plugins?
Something similar to this happened to me (though I wasn't streaming at all or had obs open), so I updated everything related to my PC/TF2.
Things to make sure are fully updated:
graphic driver
mastercomms preset and addons (though for me the issue was fully fixed when I went from low to medium low)
flat textures
tf2 ultimate visual fix
You can also peek at event viewer to see if you can isolate the issue.
[quote=kelevro][quote=Pirateer5][quote=kelevro]
Exactly the same problem. In my case, this is very noticeable when i am streaming and playing competitive.
I thought the problem was in the competitive. But sometimes it happens in public too.
Sometimes "record 1; stop" helps, but only sometimes. I can't even get close to understanding the logic of the problem
[/quote]
[quote=Moerman]
I have exactly the same issue. Especially in combo with a recording software. Havent found a fix for it yet, but It doesnt sound like a cfg issue to me rn.[/quote]
Do you guys use OBS and do you use Nvidia NVENC? I played for several maps today whilst only recording using ingame demos, and it wasn't nearly as bad as it usually is (with OBS recordings + tabbing out to change recording filenames). Wondering if changing to CPU-based encoding might work better or if you guys are already using CPU encoding and it's still bad? That's the only possible thing I can think of at the moment, really frustrating problem and hoping for any sort of fix[/quote]
Nvidia NVENC + OBS
Have you tried playing competitive without OBS ? In my case, lags are present even without obs
I tried to delete the game completely and play with the default version. Got better. Possibly hud?[/quote]
Which version of mastercomms are you guys using, and what other plugins?
Something similar to this happened to me (though I wasn't streaming at all or had obs open), so I updated everything related to my PC/TF2.
Things to make sure are fully updated:
graphic driver
mastercomms preset and addons (though for me the issue was fully fixed when I went from low to medium low)
flat textures
tf2 ultimate visual fix
You can also peek at event viewer to see if you can isolate the issue.
i just downloaded the latest version of mastercomfig low and i noticed it is showing ragdolls for like a few miliseconds and then they disappear, is it supposed to be this way for the sake of fps? cause its sort of annoying me
is there a way to disable the ragdolls completely by editing something?
i just downloaded the latest version of mastercomfig low and i noticed it is showing ragdolls for like a few miliseconds and then they disappear, is it supposed to be this way for the sake of fps? cause its sort of annoying me
is there a way to disable the ragdolls completely by editing something?
shinsois it supposed to be this way for the sake of fps?
yes
shinsois there a way to disable the ragdolls completely by editing something?
ragdolls=hidden in tf/cfg/user/modules.cfg
[quote=shinso]is it supposed to be this way for the sake of fps?[/quote]
yes
[quote=shinso]is there a way to disable the ragdolls completely by editing something?[/quote]
ragdolls=hidden in tf/cfg/user/modules.cfg
Is there any progress on the Counter-Strike: Global Offensive (CS:GO) version of mastercomfig?
Is there any progress on the Counter-Strike: Global Offensive (CS:GO) version of mastercomfig?
I feel that the package scripts could be merged into a Makefile.
I feel that the package scripts could be merged into a [url=https://en.wikipedia.org/wiki/Make_(software)]Makefile[/url].
AimIsADickI feel that the package scripts could be merged into a Makefile.
who asked
[quote=AimIsADick]I feel that the package scripts could be merged into a [url=https://en.wikipedia.org/wiki/Make_(software)]Makefile[/url].[/quote]
who asked
kbtowho asked
No one asked anything; I made a statement.
[quote=kbto]who asked[/quote]
No one asked anything; I made a [i]statement[/i].
stupid question but is there an easy way to update the config? I have a version from 2018 but I couldn't figure out how to do it while keeping my current config.cfg and stuff (also maybe i downloaded an early version which works differently but im p sure mine just uses different cfg files and i dont have any .vpk files or whatever other format the new configs are in)
checked the documentataion as well and didn't see a single thing about updating, seems like it should be a pretty important thing to document (but maybe the config doesnt change much and it's not a big deal)
stupid question but is there an easy way to update the config? I have a version from 2018 but I couldn't figure out how to do it while keeping my current config.cfg and stuff (also maybe i downloaded an early version which works differently but im p sure mine just uses different cfg files and i dont have any .vpk files or whatever other format the new configs are in)
checked the documentataion as well and didn't see a single thing about updating, seems like it should be a pretty important thing to document (but maybe the config doesnt change much and it's not a big deal)
bearodactylstupid question but is there an easy way to update the config? I have a version from 2018 but I couldn't figure out how to do it while keeping my current config.cfg and stuff (also maybe i downloaded an early version which works differently but im p sure mine just uses different cfg files and i dont have any .vpk files or whatever other format the new configs are in)
checked the documentataion as well and didn't see a single thing about updating, seems like it should be a pretty important thing to document (but maybe the config doesnt change much and it's not a big deal)
https://i.imgur.com/o2W6Ozp.png
just drag in the new vpks and delete the old, the clean up process is no longer required.
[quote=bearodactyl]stupid question but is there an easy way to update the config? I have a version from 2018 but I couldn't figure out how to do it while keeping my current config.cfg and stuff (also maybe i downloaded an early version which works differently but im p sure mine just uses different cfg files and i dont have any .vpk files or whatever other format the new configs are in)
checked the documentataion as well and didn't see a single thing about updating, seems like it should be a pretty important thing to document (but maybe the config doesnt change much and it's not a big deal)[/quote]
[img]https://i.imgur.com/o2W6Ozp.png[/img]
just drag in the new vpks and delete the old, the clean up process is no longer required.
bearodactylchecked the documentataion as well and didn't see a single thing about updating, seems like it should be a pretty important thing to document (but maybe the config doesnt change much and it's not a big deal)
The documentation only talks about how to update from relatively recent versions (https://docs.mastercomfig.com/latest/next_steps/update/). It would be a good idea to include migration steps from older versions. The only thing you can really do now is find your version changelog and work up to the latest version, as each changelog provides migration steps you need to do.
However, if your installation is that old, you can follow the installation steps instead. https://docs.mastercomfig.com/latest/setup/install/ Try to find your custom settings and put them in your own autoexec.
[quote=bearodactyl]checked the documentataion as well and didn't see a single thing about updating, seems like it should be a pretty important thing to document (but maybe the config doesnt change much and it's not a big deal)[/quote]
The documentation only talks about how to update from relatively recent versions (https://docs.mastercomfig.com/latest/next_steps/update/). It would be a good idea to include migration steps from older versions. The only thing you can really do now is find your version changelog and work up to the latest version, as each changelog provides migration steps you need to do.
However, if your installation is that old, you can follow the installation steps instead. https://docs.mastercomfig.com/latest/setup/install/ Try to find your custom settings and put them in your own autoexec.
Is there anything else I can do to make my game look even better than ultra that works in all severs?
Also I personally find that particle effects are beneficial to my overall awareness of where things are ie: sticky bombs. Should I not use the '-particles 1' launch option?
Is there anything else I can do to make my game look even better than ultra that works in all severs?
Also I personally find that particle effects are beneficial to my overall awareness of where things are ie: sticky bombs. Should I not use the '-particles 1' launch option?
particles 1 does not affect anything used in tf2 to my knowledge, it just reduces preallocated space for an unused feature
particles 1 does not affect anything used in tf2 to my knowledge, it just reduces preallocated space for an unused feature
Years ago I was on tr_juggle_final to juggle bots and I noticed when I wasn't using a graphics config, the game acted like I was juggling the bots as if I equipped the liberty launcher. By that I mean when I juggled the bots with and without a graphics config using the stock rocket launcher, there was a huge height difference. Is there any reason as to why this happened? I spent like 15 mins timing my rockets and the moment the bots jumped and there was always a huge height difference when I didn't use the config.
Years ago I was on tr_juggle_final to juggle bots and I noticed when I wasn't using a graphics config, the game acted like I was juggling the bots as if I equipped the liberty launcher. By that I mean when I juggled the bots with and without a graphics config using the stock rocket launcher, there was a huge height difference. Is there any reason as to why this happened? I spent like 15 mins timing my rockets and the moment the bots jumped and there was always a huge height difference when I didn't use the config.
I know this is a minor thing but is it possible that you can make another update where we go back to cl_interp 0 for projectiles? I don't really see the need for having hitscan lerp on projectiles since it doesn't make too much a difference. Also, just doesn't feel right even when adjusting it through modules.
I know this is a minor thing but is it possible that you can make another update where we go back to cl_interp 0 for projectiles? I don't really see the need for having hitscan lerp on projectiles since it doesn't make too much a difference. Also, just doesn't feel right even when adjusting it through modules.
is there a fix for white mumble overlay? turns out i already had vpks and i updated them to the new ones and now its just white, also the main menu and loading stuff looks darker even tho in my autoexec i have mat monitorgamma set to be higher
is there a fix for white mumble overlay? turns out i already had vpks and i updated them to the new ones and now its just white, also the main menu and loading stuff looks darker even tho in my autoexec i have mat monitorgamma set to be higher
untamedI know this is a minor thing but is it possible that you can make another update where we go back to cl_interp 0 for projectiles? I don't really see the need for having hitscan lerp on projectiles since it doesn't make too much a difference. Also, just doesn't feel right even when adjusting it through modules.
packet_rate=standard
snapshot_buffer=auto
should result in hitscan interp for kitscan classes and projectile interp for projectile classes
[quote=untamed]I know this is a minor thing but is it possible that you can make another update where we go back to cl_interp 0 for projectiles? I don't really see the need for having hitscan lerp on projectiles since it doesn't make too much a difference. Also, just doesn't feel right even when adjusting it through modules.[/quote]
packet_rate=standard
snapshot_buffer=auto
should result in hitscan interp for kitscan classes and projectile interp for projectile classes
[quote=bearodactyl]is there a fix for white mumble overlay?[/quote]
https://www.teamfortress.tv/post/968538/mastercomfig-fps-customization-config
gamemode seems like a (snake oil) game booster to me, as some people have suggested. [1][2]
Note: mastercomfig recommends usage of gamemode.
Changing process priorities without consenting design can cause (stability) issues, similar to windows; other game boosters are hated for this behavior, yet gamemode isn't hated for it.
[url=https://github.com/FeralInteractive/gamemode]gamemode[/url] seems like a (snake oil) game booster to me, as some people have suggested. [url=https://old.reddit.com/r/autism/comments/sk98y4/does_anyone_else_hate_lag_in_games/hvjqsdo/][1][/url][url=https://lemmy.ml/post/167516/comment/118012][2][/url]
Note: [url=https://docs.mastercomfig.com/latest/os/linux/#gamemode]mastercomfig recommends usage of gamemode.[/url]
Changing process priorities without consenting design can cause (stability) issues, similar to windows; other game boosters are hated for this behavior, yet gamemode isn't hated for it.
untamedI know this is a minor thing but is it possible that you can make another update where we go back to cl_interp 0 for projectiles? I don't really see the need for having hitscan lerp on projectiles since it doesn't make too much a difference. Also, just doesn't feel right even when adjusting it through modules.
You can’t just set it to 0 in your config? Or in console? Am I missing something here or?
[quote=untamed]I know this is a minor thing but is it possible that you can make another update where we go back to cl_interp 0 for projectiles? I don't really see the need for having hitscan lerp on projectiles since it doesn't make too much a difference. Also, just doesn't feel right even when adjusting it through modules.[/quote]
You can’t just set it to 0 in your config? Or in console? Am I missing something here or?
9.7.0 released with app improvements, an autoexec download, bug fixes and performance improvements.
Changelog
Support me
This release took 20 hours to produce. If you like the work I do, consider supporting me!
[url=https://mastercomfig.com/app]9.7.0[/url] released with app improvements, an autoexec download, bug fixes and performance improvements.
[url=https://github.com/mastercomfig/mastercomfig/releases/tag/9.7.0]Changelog[/url]
[url=https://docs.mastercomfig.com/page/support_me/]Support me[/url]
This release took 20 hours to produce. If you like the work I do, consider supporting me!
How does the match HUD degrade performance as much as it does? I checked the docs on the feature for mastercomfig and didn't believe it could be that bad of an influence on CPU usage as to deserve the "HIGH" catagory. But after testing it in-game, it's not that far from the truth; my fps dropped by 30 or so from 140 average while idle.
How does the match HUD degrade performance as much as it does? I checked the docs on the feature for mastercomfig and didn't believe it could be that bad of an influence on CPU usage as to deserve the "HIGH" catagory. But after testing it in-game, it's not that far from the truth; my fps dropped by 30 or so from 140 average while idle.
VGUI doesn't have good update performance. Match HUD updates a lot and is a complex layout.
VGUI doesn't have good update performance. Match HUD updates a lot and is a complex layout.
9.8.0 released with visibility improvements, crash fixes, new customization features and more.
Changelog
Support me
This release took 50 hours to produce. If you like the work I do, consider supporting me!
[url=https://mastercomfig.com/app]9.8.0[/url] released with visibility improvements, crash fixes, new customization features and more.
[url=https://github.com/mastercomfig/mastercomfig/releases/tag/9.8.0]Changelog[/url]
[url=https://docs.mastercomfig.com/page/support_me/]Support me[/url]
This release took 50 hours to produce. If you like the work I do, consider supporting me!
With the removal of game_overrides_once_c, if you're one of the few that used it here's how to replicate it:
(replace hud_reloadscheme with what you want to run once per session)
Add this to your autoexec:
alias game_overrides_once_c "hud_reloadscheme"
block_game_overrides_once_c
Create game_overrides.cfg in the overrides folder with these contents:
game_overrides_once_c
alias block_game_overrides_once_c "alias game_overrides_once_c"
block_game_overrides_once_c
With the removal of game_overrides_once_c, if you're one of the few that used it here's how to replicate it:
(replace hud_reloadscheme with what you want to run once per session)
Add this to your autoexec:
[code]alias game_overrides_once_c "hud_reloadscheme"
block_game_overrides_once_c[/code]
Create game_overrides.cfg in the overrides folder with these contents:
[code]game_overrides_once_c
alias block_game_overrides_once_c "alias game_overrides_once_c"
block_game_overrides_once_c[/code]
9.8.1 released with performance improvements.
Changelog
Support me
This release took 6 hours to produce. If you like the work I do, consider supporting me!
SebastianeyWith the removal of game_overrides_once_c, if you're one of the few that used it here's how to replicate it:
(replace hud_reloadscheme with what you want to run once per session)
Add this to your autoexec:alias game_overrides_once_c "hud_reloadscheme"
block_game_overrides_once_c
Create game_overrides.cfg in the overrides folder with these contents:game_overrides_once_c
alias block_game_overrides_once_c "alias game_overrides_once_c"
block_game_overrides_once_c
Could you let me know your use case/reason for needing this? I'm interesting in seeing what value there still is in the functionality.
[url=https://mastercomfig.com/app]9.8.1[/url] released with performance improvements.
[url=https://github.com/mastercomfig/mastercomfig/releases/tag/9.8.1]Changelog[/url]
[url=https://docs.mastercomfig.com/page/support_me/]Support me[/url]
This release took 6 hours to produce. If you like the work I do, consider supporting me!
[quote=Sebastianey]With the removal of game_overrides_once_c, if you're one of the few that used it here's how to replicate it:
(replace hud_reloadscheme with what you want to run once per session)
Add this to your autoexec:
[code]alias game_overrides_once_c "hud_reloadscheme"
block_game_overrides_once_c[/code]
Create game_overrides.cfg in the overrides folder with these contents:
[code]game_overrides_once_c
alias block_game_overrides_once_c "alias game_overrides_once_c"
block_game_overrides_once_c[/code][/quote]
Could you let me know your use case/reason for needing this? I'm interesting in seeing what value there still is in the functionality.
mastercomsCould you let me know your use case/reason for needing this? I'm interesting in seeing what value there still is in the functionality.
Win conditions in tournament mode don't display for the entire session, unless hud_reloadscheme was run once or a Casual game has been entered beforehand.
[quote=mastercoms]
Could you let me know your use case/reason for needing this? I'm interesting in seeing what value there still is in the functionality.[/quote]
Win conditions in tournament mode don't display for the entire session, unless hud_reloadscheme was run once or a Casual game has been entered beforehand.
Ah, I wasn't aware of this bug. I will add it back!
Ah, I wasn't aware of this bug. I will add it back!
aierauntamedI know this is a minor thing but is it possible that you can make another update where we go back to cl_interp 0 for projectiles? I don't really see the need for having hitscan lerp on projectiles since it doesn't make too much a difference. Also, just doesn't feel right even when adjusting it through modules.
packet_rate=standard
snapshot_buffer=auto
should result in hitscan interp for kitscan classes and projectile interp for projectile classes
I'm curious about this, I don't know anything about configs. I set mine to auto so it switches depending on hitscan or projectile and when I'm looking at net_graph, my lerp in the mge server stayed at 30.3 regardless of class, I don't know about stuff changing in the console/config when I was in-game and switching classes. is that a good lerp? before I put the config in my game, my lerp shown on net graph was a orange 15 from some other config customizer, but that one didn't give me the .vpk files, I think that one changed the .cfg files
[quote=aiera][quote=untamed]I know this is a minor thing but is it possible that you can make another update where we go back to cl_interp 0 for projectiles? I don't really see the need for having hitscan lerp on projectiles since it doesn't make too much a difference. Also, just doesn't feel right even when adjusting it through modules.[/quote]
packet_rate=standard
snapshot_buffer=auto
should result in hitscan interp for kitscan classes and projectile interp for projectile classes[/quote]
I'm curious about this, I don't know anything about configs. I set mine to auto so it switches depending on hitscan or projectile and when I'm looking at net_graph, my lerp in the mge server stayed at 30.3 regardless of class, I don't know about stuff changing in the console/config when I was in-game and switching classes. is that a good lerp? before I put the config in my game, my lerp shown on net graph was a orange 15 from some other config customizer, but that one didn't give me the .vpk files, I think that one changed the .cfg files
I dislike the renaming of the user folder. It's the user's fault that they hide the extension in their file manager, not the config layout. It's an unnecessary deprecation.
You can still setup a symlink to the user folder if you really want to continue to use the user folder. (Symlinks don't seem to work in VPKs.)
I dislike the renaming of the user folder. It's the user's fault that they hide the extension in their file manager, not the config layout. It's an unnecessary deprecation.
You can still setup a [url=https://wikipedia.org/wiki/Symbolic_link]symlink[/url] to the user folder if you really want to continue to use the user folder. (Symlinks don't seem to work in VPKs.)
[quote=AimIsADick][quote=kbto]who asked[/quote]
No one asked anything; I made a [i]statement[/i].[/quote]
[img]https://i.kym-cdn.com/entries/icons/original/000/026/152/gigachad.jpg[/img]