Comanglianeeko_has the cfg link/pastebin been updated with the removal of the command(s) that was causing network stutter?
I was originally asking if anyone was experiencing it, and only 1 person that myself actually said they had the problem, so I figured it was isolated. I'll update it now.
I had the same issue, I change the value of net_queue_trace and the dumpline command to 50 and it fixed my crashes. Id recommend trying this if anyone else has crahses
[quote=Comanglia][quote=neeko_]has the cfg link/pastebin been updated with the removal of the command(s) that was causing network stutter?[/quote]
I was originally asking if anyone was experiencing it, and only 1 person that myself actually said they had the problem, so I figured it was isolated. I'll update it now.[/quote]
I had the same issue, I change the value of net_queue_trace and the dumpline command to 50 and it fixed my crashes. Id recommend trying this if anyone else has crahses
http://i.imgur.com/vjLq8Fd.jpg
I'm not sure if it's the config or not, but this started happening right after switching to this. Usually I would think it was the hud, but I never had this issue before (I've used this hud for months). It only happens the first death of every round.
After that it's perfectly fine.
http://i.imgur.com/3vJ147h.jpg
[img]http://i.imgur.com/vjLq8Fd.jpg[/img]
I'm not sure if it's the config or not, but this started happening right after switching to this. Usually I would think it was the hud, but I never had this issue before (I've used this hud for months). [b]It only happens the first death of every round.[/b]
After that it's perfectly fine.
[img]http://i.imgur.com/3vJ147h.jpg[/img]
Zza_http://i.imgur.com/vjLq8Fd.jpg
I'm not sure if it's the config or not, but this started happening right after switching to this. Usually I would think it was the hud, but I never had this issue before (I've used this hud for months). It only happens the first death of every round.
After that it's perfectly fine.
http://i.imgur.com/3vJ147h.jpg
I have the same
[quote=Zza_][img]http://i.imgur.com/vjLq8Fd.jpg[/img]
I'm not sure if it's the config or not, but this started happening right after switching to this. Usually I would think it was the hud, but I never had this issue before (I've used this hud for months). [b]It only happens the first death of every round.[/b]
After that it's perfectly fine.
[img]http://i.imgur.com/3vJ147h.jpg[/img][/quote]
I have the same
Zza_http://i.imgur.com/vjLq8Fd.jpg
I'm not sure if it's the config or not, but this started happening right after switching to this. Usually I would think it was the hud, but I never had this issue before (I've used this hud for months). It only happens the first death of every round.
After that it's perfectly fine.
http://i.imgur.com/3vJ147h.jpg
it's just the game, it happens when you first launch the game and die. it does that for me at least.
it can potentially be the cfg, I haven't tried it yet
[quote=Zza_][img]http://i.imgur.com/vjLq8Fd.jpg[/img]
I'm not sure if it's the config or not, but this started happening right after switching to this. Usually I would think it was the hud, but I never had this issue before (I've used this hud for months). [b]It only happens the first death of every round.[/b]
After that it's perfectly fine.
[img]http://i.imgur.com/3vJ147h.jpg[/img][/quote]
it's just the game, it happens when you first launch the game and die. it does that for me at least.
it can potentially be the cfg, I haven't tried it yet
Huh I had always though this was TF2 just being TF2 cause I did get that albeit not nearly as often without my CFG. idk for other people but for myself the 1st death showing up as %randombs% is fine with me for the extra fps if it's only the 1st death.
Though I'll try to narrow down which command it is...
Huh I had always though this was TF2 just being TF2 cause I did get that albeit not nearly as often without my CFG. idk for other people but for myself the 1st death showing up as %randombs% is fine with me for the extra fps if it's only the 1st death.
Though I'll try to narrow down which command it is...
they did update steam a couple times last night which apparently caused some hud issues. it might be because of that.
they did update steam a couple times last night which apparently caused some hud issues. it might be because of that.
santababythey did update steam a couple times last night which apparently caused some hud issues. it might be because of that.
Nope, I've been getting this longer than that.
[quote=santababy]they did update steam a couple times last night which apparently caused some hud issues. it might be because of that.[/quote]
Nope, I've been getting this longer than that.
i did everything and it still crashes. help?
i did everything and it still crashes. help?
phantom-i did everything and it still crashes. help?
Same here, really getting on my nerves now:/ had to revert back to chris' config.
Thought it was net_queue_trace and it isnt and the same with the dumplines command.
[quote=phantom-]i did everything and it still crashes. help?[/quote]
Same here, really getting on my nerves now:/ had to revert back to chris' config.
Thought it was net_queue_trace and it isnt and the same with the dumplines command.
zookeyphantom-i did everything and it still crashes. help?
Same here, really getting on my nerves now:/ had to revert back to chris' config.
Thought it was net_queue_trace and it isnt and the same with the dumplines command.
Comangliacl_threaded_bone_setup 1
basically this adds another thread to your cpu for the bone animations of models.
Please note that this command isn't stable on Singe/Dual/Tri-Core CPUs
r_threaded_decals 1 has also been reported as unstable mostly by AMD users.
[quote=zookey][quote=phantom-]i did everything and it still crashes. help?[/quote]
Same here, really getting on my nerves now:/ had to revert back to chris' config.
Thought it was net_queue_trace and it isnt and the same with the dumplines command.[/quote]
[quote=Comanglia]cl_threaded_bone_setup 1
basically this adds another thread to your cpu for the bone animations of models.
Please note that this command isn't stable on Singe/Dual/Tri-Core CPUs[/quote]
r_threaded_decals 1 has also been reported as unstable mostly by AMD users.
So I've been trying to source the problem of the crashes so I went through and compared both configs for all the differences and narrowed it down to commands that could be issues.
In both but different:
mat_colcorrection_disableentities 0 in comanglia // 1 in maxframes
mat_filterlightmaps 1 in comanglia // 0 in maxframes ---- NOT IT
mat_filtertextures 1 in comanglia // 0 in maxframes ---- NOT IT
mat_specular 1 in comanglia // 0 in maxframes ---- NOT IT
mp_decals 9 in comanglia // 1 in maxframes ---- NOT IT
r_decals 9 in comanglia // 1 in maxframes ---- NOT IT
r_maxnewsamples 0 in comanglia // 2 in maxframes
cl_threaded_bone_setup 1 in comanglia // 0 in maxframes ---- NOT IT (I disabled it in comanglia but i still got crashes)
r_queued_decals 1 in comanglia // 0 in maxframes
r_queued_post_processing 1 in comanglia // 0 in maxframes
In comanglia but not maxframes:
cl_localnetworkbackdoor 0
cl_cloud_settings 0
cl_notifications_show_ingame 0
sys_minidumpspewlines 100 ---- NOT IT
cl_loadondemand_default 0
cl_ask_blacklist_opt_out "1"
cl_ask_favorite_opt_out "1"
sb_dontshow_maxplayer_warning "1"
tf_explanations_backpackpanel "1"
tf_explanations_charinfo_armory_panel "1"
tf_explanations_charinfopanel "1"
tf_explanations_craftingpanel "1"
tf_explanations_discardpanel "1"
tf_explanations_store "1"
tf_training_has_prompted_for_forums "1"
tf_training_has_prompted_for_loadout "1"
tf_training_has_prompted_for_offline_practice "1"
tf_training_has_prompted_for_options "1"
tf_training_has_prompted_for_training "1"
net_graph 1 ---- NOT IT
cl_hud_playerclass_use_playermodel 0 ---- NOT IT
mat_phong 1 ---- NOT IT
r_maxmodeldecal 9
r_occlusion 0 ---- NOT IT
snd_mixahead .05 ---- NOT IT
net_queue_trace 0 ---- NOT IT
So, any ideas on what it could be? And any that you think DEFINATELY aren't the problem. Then I can troubleshoot and find whats causing the crash.
So I've been trying to source the problem of the crashes so I went through and compared both configs for all the differences and narrowed it down to commands that could be issues.
[b]In both but different:[/b]
mat_colcorrection_disableentities 0 in comanglia // 1 in maxframes
mat_filterlightmaps 1 in comanglia // 0 in maxframes [b]---- NOT IT[/b]
mat_filtertextures 1 in comanglia // 0 in maxframes [b]---- NOT IT[/b]
mat_specular 1 in comanglia // 0 in maxframes [b]---- NOT IT[/b]
mp_decals 9 in comanglia // 1 in maxframes [b]---- NOT IT[/b]
r_decals 9 in comanglia // 1 in maxframes [b]---- NOT IT[/b]
r_maxnewsamples 0 in comanglia // 2 in maxframes
cl_threaded_bone_setup 1 in comanglia // 0 in maxframes [b]---- NOT IT[/b] (I disabled it in comanglia but i still got crashes)
r_queued_decals 1 in comanglia // 0 in maxframes
r_queued_post_processing 1 in comanglia // 0 in maxframes
[b]In comanglia but not maxframes:[/b]
cl_localnetworkbackdoor 0
cl_cloud_settings 0
cl_notifications_show_ingame 0
sys_minidumpspewlines 100 [b]---- NOT IT[/b]
cl_loadondemand_default 0
cl_ask_blacklist_opt_out "1"
cl_ask_favorite_opt_out "1"
sb_dontshow_maxplayer_warning "1"
tf_explanations_backpackpanel "1"
tf_explanations_charinfo_armory_panel "1"
tf_explanations_charinfopanel "1"
tf_explanations_craftingpanel "1"
tf_explanations_discardpanel "1"
tf_explanations_store "1"
tf_training_has_prompted_for_forums "1"
tf_training_has_prompted_for_loadout "1"
tf_training_has_prompted_for_offline_practice "1"
tf_training_has_prompted_for_options "1"
tf_training_has_prompted_for_training "1"
net_graph 1 [b]---- NOT IT[/b]
cl_hud_playerclass_use_playermodel 0 [b]---- NOT IT[/b]
mat_phong 1 [b]---- NOT IT[/b]
r_maxmodeldecal 9
r_occlusion 0 [b]---- NOT IT[/b]
snd_mixahead .05 [b]---- NOT IT[/b]
net_queue_trace 0 [b]---- NOT IT[/b]
So, any ideas on what it could be? And any that you think [b]DEFINATELY[/b] aren't the problem. Then I can troubleshoot and find whats causing the crash.
neeko_ these are set to 9 in highframes so doubt its a reason
sentence confused me, so you doubt it is a reason for the crash or you think its a reason for the crashes?
[quote=neeko_] these are set to 9 in highframes so doubt its a reason[/quote]
sentence confused me, so you doubt it is a reason for the crash or you think its a reason for the crashes?
he means in chris' highframes, those cvars are set to 9. so there is no difference.
he means in chris' highframes, those cvars are set to 9. so there is no difference.
zookeyr_occlusion 0
shouldn't this always be set to 1 otherwise you're rendering things uselessly?
[quote=zookey]r_occlusion 0[/quote]
shouldn't this always be set to 1 otherwise you're rendering things uselessly?
qoskzookeyr_occlusion 0
shouldn't this always be set to 1 otherwise you're rendering things uselessly?
I dont know. This is what its set to in the config and comanglia claims it gives a 1-2% fps boost. I know nothing about the convars im just trying to get rid of this stupid problem.
[quote=qosk][quote=zookey]r_occlusion 0[/quote]
shouldn't this always be set to 1 otherwise you're rendering things uselessly?[/quote]
I dont know. This is what its set to in the config and comanglia claims it gives a 1-2% fps boost. I know nothing about the convars im just trying to get rid of this stupid problem.
I dunno if this was mentioned, im sorry if it was, but
mem_compact performs garbage collection on the memory freeing up more space and making tf2 run faster every time it is called.
So lets say, if i bind it to my Null-Cancelling Movement script, it will always free up memory every time i move. This is something that can't be checked during Benchmarking, so maybe people could try testing this command (binding it to null-movement script or anything) and see if there's any fps benefit or less lag
Source
EDIT: If you don't want your console to be spammed with Compact freed x Bytes, then type in console:
con_filter_enable 1
con_filter_text_out Compact freed
I dunno if this was mentioned, im sorry if it was, but
[b]mem_compact[/b] [i]performs garbage collection on the memory freeing up more space and making tf2 run faster every time it is called.[/i]
So lets say, if i bind it to my Null-Cancelling Movement script, it will always free up memory every time i move. This is something that can't be checked during Benchmarking, so maybe people could try testing this command (binding it to null-movement script or anything) and see if there's any fps benefit or less lag
[url=http://forums.saxtonhell.com/index.php?topic=908.0]Source[/url]
EDIT: If you don't want your console to be spammed with Compact freed x Bytes, then type in console:
con_filter_enable 1
con_filter_text_out Compact freed
popcorpI dunno if this was mentioned, im sorry if it was, but
mem_compact performs garbage collection on the memory freeing up more space and making tf2 run faster every time it is called.
So lets say, if i bind it to my Null-Cancelling Movement script, it will always free up memory every time i move. This is something that can't be checked during Benchmarking, so maybe people could try testing this command (binding it to null-movement script or anything) and see if there's any fps benefit or less lag
Source
EDIT: If you don't want your console to be spammed with Compact freed x Bytes, then type in console:
con_filter_enable 1
con_filter_text_out Compact freed
Just added it now, for anyone else who wants it:
// Null-cancelling movement script
// (prevents you from pressing two opposing directions, which causes you to stop moving)
bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward; mem_compact"
alias +mback "-forward;+back;alias checkback +back; mem_compact"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft; mem_compact"
alias +mright "-moveleft;+moveright;alias checkright +moveright; mem_compact"
alias -mfwd "-forward;checkback;alias checkfwd none; mem_compact"
alias -mback "-back;checkfwd;alias checkback none; mem_compact"
alias -mleft "-moveleft;checkright;alias checkleft none; mem_compact"
alias -mright "-moveright;checkleft;alias checkright none; mem_compact"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
[quote=popcorp]I dunno if this was mentioned, im sorry if it was, but
[b]mem_compact[/b] [i]performs garbage collection on the memory freeing up more space and making tf2 run faster every time it is called.[/i]
So lets say, if i bind it to my Null-Cancelling Movement script, it will always free up memory every time i move. This is something that can't be checked during Benchmarking, so maybe people could try testing this command (binding it to null-movement script or anything) and see if there's any fps benefit or less lag
[url=http://forums.saxtonhell.com/index.php?topic=908.0]Source[/url]
EDIT: If you don't want your console to be spammed with Compact freed x Bytes, then type in console:
con_filter_enable 1
con_filter_text_out Compact freed[/quote]
Just added it now, for anyone else who wants it:
// Null-cancelling movement script
// (prevents you from pressing two opposing directions, which causes you to stop moving)
bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward; mem_compact"
alias +mback "-forward;+back;alias checkback +back; mem_compact"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft; mem_compact"
alias +mright "-moveleft;+moveright;alias checkright +moveright; mem_compact"
alias -mfwd "-forward;checkback;alias checkfwd none; mem_compact"
alias -mback "-back;checkfwd;alias checkback none; mem_compact"
alias -mleft "-moveleft;checkright;alias checkleft none; mem_compact"
alias -mright "-moveright;checkleft;alias checkright none; mem_compact"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
Quertand the result?
You cant benchmark it, it's something you have to do by yourself, see if game runs faster or not, but by logic, freeing up memory 24/7 while moving, shouldn't cause any harm
[quote=Quert]and the result?[/quote]
You cant benchmark it, it's something you have to do by yourself, see if game runs faster or not, but by logic, freeing up memory 24/7 while moving, shouldn't cause any harm
ComangliaDownload WARNING unstable for Single/Dual/Tri Core CPUs
what does this mean? D;
edit: so if i have 3 cores, i cant use the cfg?
[quote=Comanglia]
[b]Download[/b] WARNING unstable for Single/Dual/Tri Core CPUs
[/quote]
what does this mean? D;
edit: so if i have 3 cores, i cant use the cfg?
Hello guys. My question may not be related to comanglia fps config, but to all fps configs in general.
I'm playing on some dm_duel maps, and i've noticed that garage door near the spawn started to lag really badly. It can float for 2 seconds even if it supposed to open. I have a friend that have exactly the same problem. We are both using maxfps cfgs. When i tried to -autoconfig, it worked fine. So what cvar can cause such a problem?
Hello guys. My question may not be related to comanglia fps config, but to all fps configs in general.
I'm playing on some dm_duel maps, and i've noticed that garage door near the spawn started to lag really badly. It can float for 2 seconds even if it supposed to open. I have a friend that have exactly the same problem. We are both using maxfps cfgs. When i tried to -autoconfig, it worked fine. So what cvar can cause such a problem?
Comangliar_threaded_decals 1 has also been reported as unstable mostly by AMD users.
can confirm, can't use threaded decals or I'll crash
[quote=Comanglia]
r_threaded_decals 1 has also been reported as unstable mostly by AMD users.[/quote]
can confirm, can't use threaded decals or I'll crash
NoFapHello guys. My question may not be related to comanglia fps config, but to all fps configs in general.
I'm playing on some dm_duel maps, and i've noticed that garage door near the spawn started to lag really badly. It can float for 2 seconds even if it supposed to open. I have a friend that have exactly the same problem. We are both using maxfps cfgs. When i tried to -autoconfig, it worked fine. So what cvar can cause such a problem?
Also have this lol, me and a freind have it too.
[quote=NoFap]Hello guys. My question may not be related to comanglia fps config, but to all fps configs in general.
I'm playing on some dm_duel maps, and i've noticed that garage door near the spawn started to lag really badly. It can float for 2 seconds even if it supposed to open. I have a friend that have exactly the same problem. We are both using maxfps cfgs. When i tried to -autoconfig, it worked fine. So what cvar can cause such a problem?[/quote]
Also have this lol, me and a freind have it too.
NoFapHello guys. My question may not be related to comanglia fps config, but to all fps configs in general.
I'm playing on some dm_duel maps, and i've noticed that garage door near the spawn started to lag really badly. It can float for 2 seconds even if it supposed to open. I have a friend that have exactly the same problem. We are both using maxfps cfgs. When i tried to -autoconfig, it worked fine. So what cvar can cause such a problem?
Any known fix to this?
[quote=NoFap]Hello guys. My question may not be related to comanglia fps config, but to all fps configs in general.
I'm playing on some dm_duel maps, and i've noticed that garage door near the spawn started to lag really badly. It can float for 2 seconds even if it supposed to open. I have a friend that have exactly the same problem. We are both using maxfps cfgs. When i tried to -autoconfig, it worked fine. So what cvar can cause such a problem?[/quote]
Any known fix to this?
Pride_EdgeComangliaDownload WARNING unstable for Single/Dual/Tri Core CPUs
what does this mean? D;
edit: so if i have 3 cores, i cant use the cfg?
You can use it but I'm not sure it'll be stable for you. It might, it might not.
Also
Considering releasing an update to remove instabilities
"r_threaded_decals 1" seems to cause instability for the vast majority of users, plus I only put 9 decals in so it really shouldn't change much.For users who use 200+ decals and have a Intel quad core or better CPU use this command.
cl_localnetworkbackdoor 0
Considering removing this, I've retested this and I get very inconsistent results sometimes I get 2% FPS boost but at other times under exactly the same conditions I don't get any fps boost at all. I believe this is most likely not cause instability but not 100% sure.
FPS for me at least only varies by 1% so anything that's 2% boost or decrease isn't a fluctuation for me usually.
MoistMelonsNoFapHello guys. My question may not be related to comanglia fps config, but to all fps configs in general.
I'm playing on some dm_duel maps, and i've noticed that garage door near the spawn started to lag really badly. It can float for 2 seconds even if it supposed to open. I have a friend that have exactly the same problem. We are both using maxfps cfgs. When i tried to -autoconfig, it worked fine. So what cvar can cause such a problem?
Any known fix to this?
Can someone make a video of this? I do not get this issue so I wouldn't know.
[quote=Pride_Edge][quote=Comanglia]
[b]Download[/b] WARNING unstable for Single/Dual/Tri Core CPUs
[/quote]
what does this mean? D;
edit: so if i have 3 cores, i cant use the cfg?[/quote]
You can use it but I'm not sure it'll be stable for you. It might, it might not.
Also
Considering releasing an update to remove instabilities
"r_threaded_decals 1" seems to cause instability for the vast majority of users, plus I only put 9 decals in so it really shouldn't change much.For users who use 200+ decals and have a Intel quad core or better CPU use this command.
cl_localnetworkbackdoor 0
Considering removing this, I've retested this and I get very inconsistent results sometimes I get 2% FPS boost but at other times under exactly the same conditions I don't get any fps boost at all. I believe this is most likely not cause instability but not 100% sure.
FPS for me at least only varies by 1% so anything that's 2% boost or decrease isn't a fluctuation for me usually.
[quote=MoistMelons][quote=NoFap]Hello guys. My question may not be related to comanglia fps config, but to all fps configs in general.
I'm playing on some dm_duel maps, and i've noticed that garage door near the spawn started to lag really badly. It can float for 2 seconds even if it supposed to open. I have a friend that have exactly the same problem. We are both using maxfps cfgs. When i tried to -autoconfig, it worked fine. So what cvar can cause such a problem?[/quote]
Any known fix to this?[/quote]
Can someone make a video of this? I do not get this issue so I wouldn't know.
qoskzookeyr_occlusion 0
shouldn't this always be set to 1 otherwise you're rendering things uselessly?
From my experience I have higher FPS and don't notice any visual differences at least in DX8.1
Might be true for DX 9
[quote=qosk][quote=zookey]r_occlusion 0[/quote]
shouldn't this always be set to 1 otherwise you're rendering things uselessly?[/quote]
From my experience I have higher FPS and don't notice any visual differences at least in DX8.1
Might be true for DX 9
I'm afraid that i can't make a video on my toaster, but maybe demo will work? Default opening should be quick and smooth.
http://www1.zippyshare.com/v/45498617/file.html
I'm afraid that i can't make a video on my toaster, but maybe demo will work? Default opening should be quick and smooth.
http://www1.zippyshare.com/v/45498617/file.html
So I went through troubleshooting some of the cvars to find which one it is causing crashes it is one of these cvars:
mat_colcorrection_disableentities 0 in comanglia // 1 in maxframes
r_maxnewsamples 0 in comanglia // 2 in maxframes
r_queued_decals 1 in comanglia // 0 in maxframes
r_queued_post_processing 1 in comanglia // 0 in maxframes
So I went through troubleshooting some of the cvars to find which one it is causing crashes it is one of these cvars:
mat_colcorrection_disableentities 0 in comanglia // 1 in maxframes
r_maxnewsamples 0 in comanglia // 2 in maxframes
r_queued_decals 1 in comanglia // 0 in maxframes
r_queued_post_processing 1 in comanglia // 0 in maxframes
zookeySo I went through troubleshooting some of the cvars to find which one it is causing crashes it is one of these cvars:
mat_colcorrection_disableentities 0 in comanglia // 1 in maxframes
r_maxnewsamples 0 in comanglia // 2 in maxframes
r_queued_decals 1 in comanglia // 0 in maxframes
r_queued_post_processing 1 in comanglia // 0 in maxframes
I've pointed this out 2 or 3 times now it's probably that command.
Turns out I said r_threaded in my replies to you but
r_queued_decals 0 is what you're looking to have. Should fix the problem
[quote=zookey]So I went through troubleshooting some of the cvars to find which one it is causing crashes it is one of these cvars:
mat_colcorrection_disableentities 0 in comanglia // 1 in maxframes
r_maxnewsamples 0 in comanglia // 2 in maxframes
[b]r_queued_decals 1 in comanglia // 0 in maxframes[/b]
r_queued_post_processing 1 in comanglia // 0 in maxframes[/quote]
I've pointed this out 2 or 3 times now it's probably that command.
Turns out I said r_threaded in my replies to you but
[b]r_queued_decals 0[/b] is what you're looking to have. Should fix the problem