I think it's cool that you did this, but just gonna throw this out there since it has everything yours includes minus Rhapsody's config (has my own and Comangila's).
https://www.reddit.com/r/tf2/comments/3cy8q4/stabbys_everything_pack_41_individual_download/
Don't mean to be rude, just helpful.
I think it's cool that you did this, but just gonna throw this out there since it has everything yours includes minus Rhapsody's config (has my own and Comangila's).
https://www.reddit.com/r/tf2/comments/3cy8q4/stabbys_everything_pack_41_individual_download/
Don't mean to be rude, just helpful.
stabbyI think it's cool that you did this, but just gonna throw this out there since it has everything yours includes minus Rhapsody's config (has my own and Comangila's).
https://www.reddit.com/r/tf2/comments/3cy8q4/stabbys_everything_pack_41_individual_download/
Don't mean to be rude, just helpful.
Not quite, I've done a bit of particle work in my pack. Strangely enough some custom particles and scripts function fine in sv_pure 1, will test the boundaries of this.
-- NOT ACCURATE
2639 frames 33.844 seconds 77.97 fps (12.82 ms/f) 3.618 fps variability
CPU and overclock: AMD Athlon(tm) II X4 635 Processor @ 2.90 GHz
Graphics Card: GeForce GT 640
Driver version: 353.63
dxlevel: 80
Resolution: 1280x720
Full-screen or windowed: Full
FPS configs enabled: Tweaked Rhapsody
Shadows enabled/disabled: disabled
Additional notes: TimerResolution@Max .500 ms + Razer GameBooster and powerplan + Nvidia LOD tweak@15.000
Explosion particle eotl_pyro_pool_explosion_flash is not available during year 2013 (the year that benchmark1.dem was made). Thoroughly filling the screen with red X's.
The only obvious fix for this is to use a different benchmarking demo. Since I have no experience in benchmarking, I'm going rely on you guys to help me through this.
[quote=stabby]I think it's cool that you did this, but just gonna throw this out there since it has everything yours includes minus Rhapsody's config (has my own and Comangila's).
https://www.reddit.com/r/tf2/comments/3cy8q4/stabbys_everything_pack_41_individual_download/
Don't mean to be rude, just helpful.[/quote]
Not quite, I've done a bit of particle work in my pack. Strangely enough some custom particles and scripts function fine in sv_pure 1, will test the boundaries of this.
-- NOT ACCURATE[code]2639 frames 33.844 seconds 77.97 fps (12.82 ms/f) 3.618 fps variability[/code]
CPU and overclock: AMD Athlon(tm) II X4 635 Processor @ 2.90 GHz
Graphics Card: GeForce GT 640
Driver version: 353.63
dxlevel: 80
Resolution: 1280x720
Full-screen or windowed: Full
FPS configs enabled: Tweaked Rhapsody
Shadows enabled/disabled: disabled
Additional notes: TimerResolution@Max .500 ms + Razer GameBooster and powerplan + Nvidia LOD tweak@15.000
Explosion particle eotl_pyro_pool_explosion_flash is not available during year 2013 (the year that benchmark1.dem was made). Thoroughly filling the screen with red X's.
The only obvious fix for this is to use a different benchmarking demo. Since I have no experience in benchmarking, I'm going rely on you guys to help me through this.
Thank a bunch! I got some good fps using this config. easy to install too!
Thank a bunch! I got some good fps using this config. easy to install too!
KanibalThank a bunch! I got some good fps using this config. easy to install too!
Comments like that make me feel warm inside :D You're Welcome!
[quote=Kanibal]Thank a bunch! I got some good fps using this config. easy to install too![/quote]
Comments like that make me feel warm inside :D You're Welcome!
Once I get home, I will benchmark the config and solely the config and compare it to Comanglia's cfg. I will use all the same parameters to make it even more true to the test. Hopefully this will help some people to decide which config to use.
Once I get home, I will benchmark the config and solely the config and compare it to Comanglia's cfg. I will use all the same parameters to make it even more true to the test. Hopefully this will help some people to decide which config to use.
R4ndomOnce I get home, I will benchamrk the config and solely the config and compare it to Comanglia's cfg. I will use all the same parameters to make it even more true to the test. Hopefully this will help some people to decide which config to use.
I'm having doubts myself, go for it R4ndom.
[quote=R4ndom]Once I get home, I will benchamrk the config and solely the config and compare it to Comanglia's cfg. I will use all the same parameters to make it even more true to the test. Hopefully this will help some people to decide which config to use.[/quote]
I'm having doubts myself, go for it R4ndom.
I tested both configs
Comanglia
2639 frames 33.213 seconds 79.46 fps (12.59 ms/f) 3.730 fps variability
Tweaked Rhapsody
2639 frames 33.882 seconds 77.89 fps (12.84 ms/f) 3.217 fps variability
Damnit, I'm down by 2 fps
I tested both configs
Comanglia
[code]2639 frames 33.213 seconds 79.46 fps (12.59 ms/f) 3.730 fps variability[/code]
Tweaked Rhapsody
[code]2639 frames 33.882 seconds 77.89 fps (12.84 ms/f) 3.217 fps variability[/code]
Damnit, I'm down by 2 fps
I just did a quick compare / merge on notepad++ using plugins and this is what this came out with.
I compared m0re's cfg, Comanglia's cfg and yours.
https://www.dropbox.com/s/pupnrts6dqmw9f2/r4ndom.txt?dl=0
Lots of cvars that were on m0re that weren't on neither of yours or Comanglia's.
I just did a quick compare / merge on notepad++ using plugins and this is what this came out with.
I compared m0re's cfg, Comanglia's cfg and yours.
https://www.dropbox.com/s/pupnrts6dqmw9f2/r4ndom.txt?dl=0
Lots of cvars that were on m0re that weren't on neither of yours or Comanglia's.
R4ndomI just did a quick compare / merge on notepad++ using plugins and this is what this came out with.
I compared m0re's cfg, Comanglia's cfg and yours.
https://www.dropbox.com/s/pupnrts6dqmw9f2/r4ndom.txt?dl=0
Lots of cvars that were on m0re that weren't on neither of yours or Comanglia's.
Not all cvars actually effect FPS, or most the game in a noticeable way at all.
[quote=R4ndom]I just did a quick compare / merge on notepad++ using plugins and this is what this came out with.
I compared m0re's cfg, Comanglia's cfg and yours.
https://www.dropbox.com/s/pupnrts6dqmw9f2/r4ndom.txt?dl=0
Lots of cvars that were on m0re that weren't on neither of yours or Comanglia's.[/quote]
Not all cvars actually effect FPS, or most the game in a noticeable way at all.
ComangliaR4ndomI just did a quick compare / merge on notepad++ using plugins and this is what this came out with.
I compared m0re's cfg, Comanglia's cfg and yours.
https://www.dropbox.com/s/pupnrts6dqmw9f2/r4ndom.txt?dl=0
Lots of cvars that were on m0re that weren't on neither of yours or Comanglia's.
Not all cvars actually effect FPS, or most the game in a noticeable way at all.
I will try it out for myself when I get home, that could be true.
Depends on the benchmark.
I don't have access to my PC atm.
[quote=Comanglia][quote=R4ndom]I just did a quick compare / merge on notepad++ using plugins and this is what this came out with.
I compared m0re's cfg, Comanglia's cfg and yours.
https://www.dropbox.com/s/pupnrts6dqmw9f2/r4ndom.txt?dl=0
Lots of cvars that were on m0re that weren't on neither of yours or Comanglia's.[/quote]
Not all cvars actually effect FPS, or most the game in a noticeable way at all.[/quote]
I will try it out for myself when I get home, that could be true.
Depends on the benchmark.
I don't have access to my PC atm.
M0re shoves in many obsolete cvars. For example, he disables bloom then lowers all bloom settings. If bloom is disabled why modify bloom at all?.
EDIT: I tested my modified Rhapsody vs Comanglia and was 1 frame short
M0re shoves in many obsolete cvars. For example, he disables bloom then lowers all bloom settings. If bloom is disabled why modify bloom at all?.
EDIT: I tested my modified Rhapsody vs Comanglia and was 1 frame short
I tested my config (yours + comanglia's + m0re's) and I ogt an additional of 7fps.
It waved between +6 to +8 fps.
I tested my config (yours + comanglia's + m0re's) and I ogt an additional of 7fps.
It waved between +6 to +8 fps.
I've been tinkering around with multiple configs and can't get any better than Comanglia. If your config works better I'd love to add it to the pack.
I've been tinkering around with multiple configs and can't get any better than Comanglia. If your config works better I'd love to add it to the pack.
R4ndomI tested my config (yours + comanglia's + m0re's) and I ogt an additional of 7fps.
It waved between +6 to +8 fps.
Can you give a dl so I can test? ;D
[quote=R4ndom]I tested my config (yours + comanglia's + m0re's) and I ogt an additional of 7fps.
It waved between +6 to +8 fps.[/quote]
Can you give a dl so I can test? ;D
I just want more frames...
I just want more frames...
8/11/15 UPDATE!!!
- R4NDOM's config replaces Rhapsody's config
- Minor Cleanup
- Launch Options updated
8/11/15 UPDATE!!!
- R4NDOM's config replaces Rhapsody's config
- Minor Cleanup
- Launch Options updated
R4ndomI tested my config (yours + comanglia's + m0re's) and I ogt an additional of 7fps.
It waved between +6 to +8 fps.
Added your CFG, great job at making the best config available.
[quote=R4ndom]I tested my config (yours + comanglia's + m0re's) and I ogt an additional of 7fps.
It waved between +6 to +8 fps.[/quote]
Added your CFG, great job at making the best config available.
My config isn't commented and I only added the graphical + threading stuff into it.
There has been reports of users that installed my cfg directly into their autoexec without even looking at what's inside.
I will now add all the optional graphical stuff (turned on by default) as well as adding as many comments to any cvar that I have knowledge about.
My config isn't commented and I only added the graphical + threading stuff into it.
There has been reports of users that installed my cfg directly into their autoexec without even looking at what's inside.
I will now add all the optional graphical stuff (turned on by default) as well as adding as many comments to any cvar that I have knowledge about.
I have a warning placed on the front of the main post. Anyone with multicore should be fine.
EDIT: I've added and changed some things in your config
I have a warning placed on the front of the main post. Anyone with multicore should be fine.
EDIT: I've added and changed some things in your config
This is my 11-August-2015 version
11 August 2015
NOTES:
> Added some order to my mess
> Added those additional stuff that everyone has
> Added my sound settings
> Added my net settings (commented)
> Changed some duplicate commands
This is my 11-August-2015 version
[url=https://www.dropbox.com/s/131pms5mji62i80/r4ndom_graphical.txt?dl=0]11 August 2015[/url]
NOTES:
> Added some order to my mess
> Added those additional stuff that everyone has
> Added my sound settings
> Added my net settings (commented)
> Changed some duplicate commands
R4ndomThis is my 11-August-2015 version
11 August 2015
NOTES:
> Added some order to my mess
> Added those additional stuff that everyone has
> Added my sound settings
> Added my net settings (commented)
> Changed some duplicate commands
You have A LOT of redundancies in your cfg.
"cl_localnetworkbackdoor "1"
cl_muzzleflash_dlight_1st "0"
cl_muzzleflash_dlight_1st "0"
cl_localnetworkbackdoor "0"
"
^ just 1 example, I also noticed ragdolls were turned off twice.
hud_deathnotice_time "1"
Was I wrong in my assumption people wanted to be able to see who died for more than 1 second?
r_queued_post_processing "1"
as has been noted in one of my thread this command causes issues for people who do use post processing and have AMD cards
cl_threaded_bone_setup 0
You have this under audio, this command is related to adding a thread for model bone animations. I'm also curious as to how you had better fps with this off than my FPS config for quality PCs.
-edit-
showhitlocation "1"
about 90% sure this is for CSS and CSGO only
[quote=R4ndom]This is my 11-August-2015 version
[url=https://www.dropbox.com/s/131pms5mji62i80/r4ndom_graphical.txt?dl=0]11 August 2015[/url]
NOTES:
> Added some order to my mess
> Added those additional stuff that everyone has
> Added my sound settings
> Added my net settings (commented)
> Changed some duplicate commands[/quote]
You have A LOT of redundancies in your cfg.
[code]
"cl_localnetworkbackdoor "1"
cl_muzzleflash_dlight_1st "0"
cl_muzzleflash_dlight_1st "0"
cl_localnetworkbackdoor "0"[/code]"
^ just 1 example, I also noticed ragdolls were turned off twice.
[code]hud_deathnotice_time "1"[/code]
Was I wrong in my assumption people wanted to be able to see who died for more than 1 second?
[code]r_queued_post_processing "1"[/code]
as has been noted in one of my thread this command causes issues for people who do use post processing and have AMD cards
[code]cl_threaded_bone_setup 0 [/code]
You have this under audio, this command is related to adding a thread for model bone animations. I'm also curious as to how you had better fps with this off than my [url=https://dl.dropboxusercontent.com/u/92187841/gfx.cfg]FPS config for quality PCs[/url].
-edit-
[code]showhitlocation "1"[/code]
about 90% sure this is for CSS and CSGO only
Comanglia
I fixed some more redundancies, I was trying to fix most of them using plugins on notepad++ since I am super lazy.
Did a third look around and this should be fine, I hope.
In regards to the hud_deathnotice_time I set it to 1 because I am always on comms with my team so I know what's going on, but that's just my case, so I set it to 3, that seems a reasonable time. My bad.
I will add a comment after r_queued_post_processing "1" that explains the problem, thanks.
I also added some aa cvars which I thought were useless or redundant due to mat_antialias set to "1", however, I still got some extra 7fps. I think it was some of the ancient cvars that I found on m0re's cfg that could have done it as well.
I will test it AGAIN and see what I get at home, also to note that on my last update, I was using violence_hblood set to "1" and when I tested it, I had violence_hblood set to "0".
Huge thanks to you Comanglia, since this cfg is pretty much yours with just some minor tweaks.
-edit-
I don't think it's a cs cvar, there's a similar cvar called hud_showtargetid, that is a cs cvar afaik.
[quote=Comanglia] [/quote]
I fixed some more redundancies, I was trying to fix most of them using plugins on notepad++ since I am super lazy.
Did a third look around and [url=https://www.dropbox.com/s/131pms5mji62i80/r4ndom_graphical.txt?dl=0]this[/url] should be fine, I hope.
In regards to the hud_deathnotice_time I set it to 1 because I am always on comms with my team so I know what's going on, but that's just my case, so I set it to 3, that seems a reasonable time. My bad.
I will add a comment after r_queued_post_processing "1" that explains the problem, thanks.
I also added some aa cvars which I thought were useless or redundant due to mat_antialias set to "1", however, I still got some extra 7fps. I think it was some of the ancient cvars that I found on m0re's cfg that could have done it as well.
I will test it AGAIN and see what I get at home, also to note that on my last update, I was using violence_hblood set to "1" and when I tested it, I had violence_hblood set to "0".
Huge thanks to you Comanglia, since this cfg is pretty much yours with just some minor tweaks.
-edit-
I don't think it's a cs cvar, there's a similar cvar called hud_showtargetid, that is a cs cvar afaik.
you have r_lod 2 used twice. No worries, I'll change it.
EDIT: also, why did you customize the surround sound settings
snd_rear_headphone_position 135.0
EDIT2: there are some functions that should be customized by the user only and don't add any frames
tf_dingalingaling "1"
tf_dingaling_volume "1.25"
tf_dingaling_wav_override ""
This is my interpretation
you have r_lod 2 used twice. No worries, I'll change it.
EDIT: also, why did you customize the surround sound settings
[code]snd_rear_headphone_position 135.0[/code]
EDIT2: there are some functions that should be customized by the user only and don't add any frames
[code]tf_dingalingaling "1"
tf_dingaling_volume "1.25"
tf_dingaling_wav_override "" [/code]
This is my [url=https://www.dropbox.com/s/orhw78x73pw50nt/r4ndom_graphical.txt?dl=0]interpretation[/url]
I opened up your edit of my cfg and I came across this bit
// _______________
// | NET |
// `````````````````
//These are my net settings both LAN and Online
//
rate "66.666666" // Max bytes/sec the host can receive data.
cl_cmdrate "0.152" // Number of command pakets sent to the server per second.
cl_interp "0" // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "66.666666" // Number of packets per second you are requesting from the server.
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
net_queue_trace "0"
Rate is set to "66.66666" I'd suggest to set it to 90000 (fyi on HL you use about 30000 and on 6s you use about 60000), 66.6666 is too low
cl_cmdrate is set to 0.152, however, tf2 has a hardlock on 68~, that should be your aim, instead of .152
leave cl_interp to 0 since when on 0, the server and the client will automatically set it to the minimal value possible.
I opened up your edit of my cfg and I came across this bit
[code]
// _______________
// | NET |
// `````````````````
//These are my net settings both LAN and Online
//
rate "66.666666" // Max bytes/sec the host can receive data.
cl_cmdrate "0.152" // Number of command pakets sent to the server per second.
cl_interp "0" // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "66.666666" // Number of packets per second you are requesting from the server.
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
net_queue_trace "0"
[/code]
[b]Rate[/b] is set to "66.66666" I'd suggest to set it to 90000 (fyi on HL you use about 30000 and on 6s you use about 60000), 66.6666 is too low
[b]cl_cmdrate[/b] is set to 0.152, however, tf2 has a hardlock on 68~, that should be your aim, instead of .152
leave cl_interp to 0 since when on 0, the server and the client will automatically set it to the minimal value possible.
whoa I messed up on the network settings! will change posthaste! I've removed some vars not fit for the pack. tf_dingaling etc.
EDIT
// _______________
// | NET |
// `````````````````
//These are my net settings both LAN and Online
//
rate "100000" // Max bytes/sec the host can receive data.
cl_cmdrate "66.666666" // Number of command pakets sent to the server per second.
cl_interp "0.152" // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "66.666666" // Number of packets per second you are requesting from the server.
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0.1" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
net_queue_trace "0"
Look fair to you? or should I go with what you already have. (I was experiencing hitreg issues with your net settings)
whoa I messed up on the network settings! will change posthaste! I've removed some vars not fit for the pack. tf_dingaling etc.
EDIT
[code]// _______________
// | NET |
// `````````````````
//These are my net settings both LAN and Online
//
rate "100000" // Max bytes/sec the host can receive data.
cl_cmdrate "66.666666" // Number of command pakets sent to the server per second.
cl_interp "0.152" // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "66.666666" // Number of packets per second you are requesting from the server.
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0.1" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
net_queue_trace "0"[/code]
Look fair to you? or should I go with what you already have. (I was experiencing hitreg issues with your net settings)
rate "60000" // Max bytes/sec the host can receive data.
cl_cmdrate "101" // Number of command pakets sent to the server per second.
cl_interp "0" // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "101" // Number of packets per second you are requesting from the server.
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
net_queue_trace "0"
I'd prefer it like this.
It's up to you to pick whichever config you want :)
-edit-
Why cl_smoothtime on 0.15 when cl_smooth is on 0?
[code]
rate "60000" // Max bytes/sec the host can receive data.
cl_cmdrate "101" // Number of command pakets sent to the server per second.
cl_interp "0" // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_updaterate "101" // Number of packets per second you are requesting from the server.
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
net_queue_trace "0"
[/code]
I'd prefer it like this.
It's up to you to pick whichever config you want :)
-edit-
Why cl_smoothtime on 0.15 when cl_smooth is on 0?
I don't know what I'm doing D: I thought cl_cmdrate 66.6666~ was max? do HL and 6's servers allow higher? why 1 above 100?
I don't know what I'm doing D: I thought cl_cmdrate 66.6666~ was max? do HL and 6's servers allow higher? why 1 above 100?
Danpixeddo HL and 6's servers allow higher?
No.
[quote=Danpixed]do HL and 6's servers allow higher?[/quote]
No.
I'm gonna stop messing with things I don't know. I haven't played any of these competitive formats because of my awful framerate. I'm getting around 80 Fps constant in crowded areas. Before this pack, I used to get 40 Fps.
UPDATE:
- R4ndom's net settings restored
- I need some aspirin...
I'm gonna stop messing with things I don't know. I haven't played any of these competitive formats because of my awful framerate. I'm getting around 80 Fps constant in crowded areas. Before this pack, I used to get 40 Fps.
UPDATE:
- R4ndom's net settings restored
- I need some aspirin...