v6.11.3 released with usability improvements and performance enhancements.
mastercomsstephis there any particular reason why mat_antialias is set to 1 instead of 0, even at the low preset?Because mat_antialias 1 means antialiasing is off. 0 is not a valid value and is clamped up to 1.
ok so according to the valve developer wiki, default is 0
https://i.imgur.com/3PLdCM4.png
and also ive fixed (and helped other people fix) a problem with the mumble overlay breaking by setting mat_antialias to 0 instead of 1 in the comfig.cfg part of this config thru vpk editing.
even if it does clamp, which im fairly sure it doesnt in tf2's version of source, whats the harm in setting it to 0 anyway?
Because mat_antialias 1 means antialiasing is off. 0 is not a valid value and is clamped up to 1.[/quote]
ok so according to the valve developer wiki, default is 0
[img]https://i.imgur.com/3PLdCM4.png[/img]
and also ive fixed (and helped other people fix) a problem with the mumble overlay breaking by setting mat_antialias to 0 instead of 1 in the comfig.cfg part of this config thru vpk editing.
even if it does clamp, which im fairly sure it doesnt in tf2's version of source, whats the harm in setting it to 0 anyway?
Adding the new "run_modules" commands into user/autoexec.cfg doesn't work on startup, but it does work in console after startup. Running the command through the launch options works too.
tl:dr Antialiasing is controlled by mat_antialias and mat_aaquality.
Q: Why mat_antialias is set to 0 by default?
A:
pazerBecause the values of these cvars are loaded as part of the material system config that is stored in the registry. They arent loaded and stored like normal cvars.
Q:
stephwhats the harm in setting it to 0 anyway?
A:
pazerDon't set these to 0. The minimum value of these cvars is 1, and setting them to 0 will just cause a material system reload = breaking mumble overlay/increasing game startup time. Think about it: mat_antialias controls the number of samples taken per pixel on your screen. If you took 0 samples per pixel, your screen would be entirely black :Pmat_antialias 0 mat_forceaniso 0
Reading directly from the game's code, the same hardcoded minimum exists for mat_forceaniso:
pConfig->m_nForceAnisotropicLevel = max( mat_forceaniso.GetInt(), 1 );
Antialiasing off
mat_aaquality 0
mat_antialias 1
MSAA x2
mat_aaquality 0
mat_antialias 2
CSAA x8
mat_aaquality 2
mat_antialias 4
Q: Why mat_antialias is set to 0 by default?
A: [quote=pazer]Because the values of these cvars are loaded as part of the material system config that is stored in the registry. They arent loaded and stored like normal cvars.[/quote]
[url=https://www.teamfortress.tv/25328/comanglias-config-fps-guide/?page=3#68]source[/url]
Q: [quote=steph]whats the harm in setting it to 0 anyway?[/quote]
A: [quote=pazer][code]mat_antialias 0
mat_forceaniso 0
[/code]
Don't set these to 0. The minimum value of these cvars is 1, and setting them to 0 will just cause a material system reload = breaking mumble overlay/increasing game startup time. Think about it: mat_antialias controls the number of samples taken per pixel on your screen. If you took 0 samples per pixel, your screen would be entirely black :P
Reading directly from the game's code, the same hardcoded minimum exists for mat_forceaniso:
pConfig->m_nForceAnisotropicLevel = max( mat_forceaniso.GetInt(), 1 );[/quote]
[url=https://www.teamfortress.tv/25328/comanglias-config-fps-guide/?page=2#49]source[/url]
[h]Antialiasing off[/h]
mat_aaquality 0
mat_antialias 1
[h]MSAA x2[/h]
mat_aaquality 0
mat_antialias 2
[h]CSAA x8[/h]
mat_aaquality 2
mat_antialias 4
v6.11.4 released with networking improvements, performance enhancements and general quality of life improvements.
Does the custom or any of the class configs not work anymore with 6.11.4?
Artz_HispanianDoes the custom or any of the class configs not work anymore with 6.11.4?
Should work if you have everything in the user folder without any renaming.
Should work if you have everything in the user folder without any renaming.
My max FPS is set to 181 instead of 300 and some of class specific key binds don’t work right now.
Artz_HispanianMy max FPS is set to 181 instead of 300 and some of class specific key binds don’t work right now.
Could you show me your class config set up?
And 181FPS is the default FPS limit in mastercomfig
Could you show me your class config set up?
And 181FPS is the default FPS limit in mastercomfig
is there a preferred version/s to use or one/s I should avoid if Im using an overclocked 8600k and a 1080TI?
Pertis there a preferred version/s to use or one/s I should avoid if Im using an overclocked 8600k and a 1080TI?
Depends on what graphics quality you want. The addons are the ones that are strictly about hardware. But I doubt you really need/want very low or low with that powerful setup.
Depends on what graphics quality you want. The addons are the ones that are strictly about hardware. But I doubt you really need/want very low or low with that powerful setup.
I switched back from 7a to 6.11.4 (medium-low.vpk) and fences (like the one near snakewater spawn, or ammomod) look aids now even with MSAA enabled. How to fix it? On 7a, they only looked shit with MSAA disabled.
mastercomsArtz_HispanianMy max FPS is set to 181 instead of 300 and some of class specific key binds don’t work right now.Could you show me your class config set up?
And 181FPS is the default FPS limit in mastercomfig
I moved and it fixed it self
Could you show me your class config set up?
And 181FPS is the default FPS limit in mastercomfig[/quote]
I moved and it fixed it self
v6.11.5 released with performance improvements and bug fixes.
whitepuzzleI switched back from 7a to 6.11.4 (medium-low.vpk) and fences (like the one near snakewater spawn, or ammomod) look aids now even with MSAA enabled. How to fix it? On 7a, they only looked shit with MSAA disabled.
Use aa=medium in your modules.cfg.
[code][/code]
[quote=whitepuzzle]I switched back from 7a to 6.11.4 (medium-low.vpk) and fences (like the one near snakewater spawn, or ammomod) look aids now even with MSAA enabled. How to fix it? On 7a, they only looked shit with MSAA disabled.[/quote]
Use aa=medium in your modules.cfg.
Since TF2 just crashes when loading in-game matchmaking in DX8, would it be better to have "mat_dxlevel 90/95" in mm_overrides.cfg to save people a restart?
Also, how to get 15.2ms interp on V6? I set snapshots to "lan" in modules.cfg, but I still have 21.0ms interp.
whitepuzzleAlso, how to get 15.2ms interp on V6? I set snapshots to "lan" in modules.cfg, but I still have 21.0ms interp.
I think the answer was that 15.2 was too unreliable and resulted in packet loss.
I think the answer was that 15.2 was too unreliable and resulted in packet loss.
How come my comfig.cfg doesn't have the comments and organization of the code changes for version 6.11.5?
https://imgur.com/a/oJfha0q
sAvenwhitepuzzleAlso, how to get 15.2ms interp on V6? I set snapshots to "lan" in modules.cfg, but I still have 21.0ms interp.
I think the answer was that 15.2 was too unreliable and resulted in packet loss.
I'm sure that on soldier/demo 15.2 is still worth it.
I think the answer was that 15.2 was too unreliable and resulted in packet loss.[/quote]
I'm sure that on soldier/demo 15.2 is still worth it.
v6.11.6 released with performance improvements and bug fixes.
sAvenSince TF2 just crashes when loading in-game matchmaking in DX8, would it be better to have "mat_dxlevel 90/95" in mm_overrides.cfg to save people a restart?
I don't want to set that, since it would also set for people already on DX9.
sAvenHow come my comfig.cfg doesn't have the comments and organization of the code changes for version 6.11.5?
https://imgur.com/a/oJfha0q
Comments are removed from the VPK version to save space. You can view the config files with comments on GitHub, and download them for offline access.
_KermitsAvenwhitepuzzleAlso, how to get 15.2ms interp on V6? I set snapshots to "lan" in modules.cfg, but I still have 21.0ms interp.
I think the answer was that 15.2 was too unreliable and resulted in packet loss.
I'm sure that on soldier/demo 15.2 is still worth it.
You can change it using snapshots_lan in user/game_overrides.cfg.
However, I seriously advise against using it: https://www.teamfortress.tv/51693/current-year-net-settings#4.
[code][/code]
[quote=sAven]Since TF2 just crashes when loading in-game matchmaking in DX8, would it be better to have "mat_dxlevel 90/95" in mm_overrides.cfg to save people a restart?[/quote]
I don't want to set that, since it would also set for people already on DX9.
[quote=sAven]How come my comfig.cfg doesn't have the comments and organization of the code changes for version 6.11.5?
https://imgur.com/a/oJfha0q[/quote]
Comments are removed from the VPK version to save space. You can view the config files with comments on GitHub, and download them for offline access.
[quote=_Kermit][quote=sAven][quote=whitepuzzle]Also, how to get 15.2ms interp on V6? I set snapshots to "lan" in modules.cfg, but I still have 21.0ms interp.[/quote]
I think the answer was that 15.2 was too unreliable and resulted in packet loss.[/quote]
I'm sure that on soldier/demo 15.2 is still worth it.[/quote]
You can change it using snapshots_lan in user/game_overrides.cfg.
However, I seriously advise against using it: https://www.teamfortress.tv/51693/current-year-net-settings#4.
6.11.6: "Disabled match HUD as it is a big FPS decrease"
This is rather interesting if it's true. Could someone explain this?
This is rather interesting if it's true. Could someone explain this?
I've never had an issue with 15.2ms interp (no players stuttering or hitreg issues or anything) and the difference in projectile delay is noticeable.
whitepuzzleI've never had an issue with 15.2ms interp (no players stuttering or hitreg issues or anything) and the difference in projectile delay is noticeable.
Noticeable between 21 (or 17.9) vs 15.2ms? I kinda doubt that. Keep in mind that the delay isn't server side either, it's an artificial client delay that spawns your rocket further down the barrel to have better visual sync, since projectile spawns and destroys are not interpolated.
And just take a look at your net_graph 3. See whenever your lerp turns yellow. That means you are dropping packets.
Noticeable between 21 (or 17.9) vs 15.2ms? I kinda doubt that. Keep in mind that the delay isn't server side either, it's an artificial client delay that spawns your rocket further down the barrel to have better visual sync, since projectile spawns and destroys are not interpolated.
And just take a look at your net_graph 3. See whenever your lerp turns yellow. That means you are dropping packets.
mastercomsAnd just take a look at your net_graph 3. See whenever your lerp turns yellow. That means you are dropping packets.
So does that mean you should gradually increase interp until the value is no longer yellow?
So does that mean you should gradually increase interp until the value is no longer yellow?
Is there any reason why r_worldlightmin is different for the very_low preset vs. the low preset even though r_worldlights is 0 for both?
Just curious why the changelog says "Optimized particles", but the "ConVar.cl_particle_retire_cost" "0.0001" has disappeared from dxsupport_overide? Was it not working?
sAvenSo does that mean you should gradually increase interp until the value is no longer yellow?
Usually there's too much variance to reliably get it from looking at the packet loss indicator. You should instead analyze the average server variance, and average sv tickrate, and determine the value from that, plus a fudge factor. I already did this with my interp value of 0.021, which should also not be very noticeable to humans. I only recommend this interp for projectiles and melee, and 0.0303 (interp ratio 2) for hitscan. This is because hitscan is fully lag compensated for interp, and there is not clientside offset like projectiles do with higher interp (because no travel time).
sAvenIs there any reason why r_worldlightmin is different for the very_low preset vs. the low preset even though r_worldlights is 0 for both?
I wasn't sure if r_worldlightmin was only for world lights.
zfnJust curious why the changelog says "Optimized particles", but the "ConVar.cl_particle_retire_cost" "0.0001" has disappeared from dxsupport_overide? Was it not working?
Just testing if this will affect CPU load. It might be more beneficial for dxsupport to decide based on your GPU. There are other particle optimizations, like disabling more particles using dxsupport. It might return in a future update.
Usually there's too much variance to reliably get it from looking at the packet loss indicator. You should instead analyze the average server variance, and average sv tickrate, and determine the value from that, plus a fudge factor. I already did this with my interp value of 0.021, which should also not be very noticeable to humans. I only recommend this interp for projectiles and melee, and 0.0303 (interp ratio 2) for hitscan. This is because hitscan is fully lag compensated for interp, and there is not clientside offset like projectiles do with higher interp (because no travel time).
[quote=sAven]Is there any reason why r_worldlightmin is different for the very_low preset vs. the low preset even though r_worldlights is 0 for both?[/quote]
I wasn't sure if r_worldlightmin was only for world lights.
[quote=zfn]Just curious why the changelog says "Optimized particles", but the "ConVar.cl_particle_retire_cost" "0.0001" has disappeared from dxsupport_overide? Was it not working?[/quote]
Just testing if this will affect CPU load. It might be more beneficial for dxsupport to decide based on your GPU. There are other particle optimizations, like disabling more particles using dxsupport. It might return in a future update.
can anyone help me with changing the mat_picmip from 2 to 4 on the very low preset?
how do i disable ragdolls, gibs and shadows
i use the low preset
i use the low preset
nictfcan anyone help me with changing the mat_picmip from 2 to 4 on the very low preset?
Correct me if I'm wrong, but I believe mat_picmip 4 is only allowed with sv_cheats 1. Not sure why.
Correct me if I'm wrong, but I believe mat_picmip 4 is only allowed with sv_cheats 1. Not sure why.