6.14.0 released with a new in game customization system.
Changelog
I've now opened up ways you can support me:
Support is much appreciated and super encouraging to me! But thank yous always mean a lot to me, too.
whitepuzzleIf the lerp display only rarely flashes yellow at 21.0ms interp, should I bother using 'safe' snapshots to get 30.3ms interp for hitscan classes?
Yeah, because hitscan has pretty much no downside with interp. It's fully lag compensated. With 30.3ms, you get guaranteed protection against packet loss and slightly more predictable/stabler entity movement.
[url=https://mastercomfig.com/download]6.14.0[/url] released with a new in game customization system.
[url=https://github.com/mastercoms/mastercomfig/releases/tag/6.14.0]Changelog[/url]
I've now opened up ways you can support me:
[list]
[*] Ko-Fi: https://ko-fi.com/mastercoms
[*] Liberapay: https://liberapay.com/mastercoms/
[*] Gift items: https://steamcommunity.com/tradeoffer/new/?partner=85845165&token=M9cQHh8N
[/list]
Support is much appreciated and super encouraging to me! But thank yous always mean a lot to me, too.
[code][/code]
[quote=whitepuzzle]If the lerp display only rarely flashes yellow at 21.0ms interp, should I bother using 'safe' snapshots to get 30.3ms interp for hitscan classes?[/quote]
Yeah, because hitscan has pretty much no downside with interp. It's fully lag compensated. With 30.3ms, you get guaranteed protection against packet loss and slightly more predictable/stabler entity movement.
mastercomsYeah, because hitscan has pretty much no downside with interp. It's fully lag compensated. With 30.3ms, you get guaranteed protection against packet loss and slightly more predictable/stabler entity movement.
Does the higher interp not also delay the visibility of enemy projectiles, though?
Also, is there a module to enable low violence mode so that I can avoid having violence_hblood 0 in my autoexec? I'd prefer to consolidate all graphics config related stuff in modules.cfg.
[quote=mastercoms]
Yeah, because hitscan has pretty much no downside with interp. It's fully lag compensated. With 30.3ms, you get guaranteed protection against packet loss and slightly more predictable/stabler entity movement.[/quote]
Does the higher interp not also delay the visibility of enemy projectiles, though?
Also, is there a module to enable low violence mode so that I can avoid having violence_hblood 0 in my autoexec? I'd prefer to consolidate all graphics config related stuff in modules.cfg.
whitepuzzleDoes the higher interp not also delay the visibility of enemy projectiles, though?
Also, is there a module to enable low violence mode so that I can avoid having violence_hblood 0 in my autoexec? I'd prefer to consolidate all graphics config related stuff in modules.cfg.
That's a good point. My current inclination is to say that it doesn't matter on the receiving end as much because your own movement is not interpolated. However, I'm not sure. Will have to see the pros/cons more.
The module is silly_gibs=on.
[quote=whitepuzzle]
Does the higher interp not also delay the visibility of enemy projectiles, though?
Also, is there a module to enable low violence mode so that I can avoid having violence_hblood 0 in my autoexec? I'd prefer to consolidate all graphics config related stuff in modules.cfg.[/quote]
That's a good point. My current inclination is to say that it doesn't matter on the receiving end as much because your own movement is not interpolated. However, I'm not sure. Will have to see the pros/cons more.
The module is silly_gibs=on.
mastercoms
I've now opened up ways you can support me:
Finally :D it's been a long time i waited to give you support !
[quote=mastercoms]
I've now opened up ways you can support me:
[list]
[*] Ko-Fi: https://ko-fi.com/mastercoms
[*] Liberapay: https://liberapay.com/mastercoms/
[*] Gift items: https://steamcommunity.com/tradeoffer/new/?partner=85845165&token=M9cQHh8N
[/list]
[/quote]
Finally :D it's been a long time i waited to give you support !
is it possible to get 15.2 interp on projectiles? I tried adding it in a user folder autoexec but it doesn't work.
is it possible to get 15.2 interp on projectiles? I tried adding it in a user folder autoexec but it doesn't work.
6.14.1 released with bug fixes.
Changelog
nimbyis it possible to get 15.2 interp on projectiles? I tried adding it in a user folder autoexec but it doesn't work.
Just curious why you'd like 15.2ms, it'll help me improve the config.
Read this thread on why 15.2ms is not the default: https://www.teamfortress.tv/51693/current-year-net-settings#4
If you really want it, put snapshots_lan for each class config you want 15.2ms for, or if you want it for all classes, put snapshots=lan in your modules.cfg.
[url=https://mastercomfig.com/download]6.14.1[/url] released with bug fixes.
[url=https://github.com/mastercoms/mastercomfig/releases/tag/6.14.1]Changelog[/url]
[code][/code]
[quote=nimby]is it possible to get 15.2 interp on projectiles? I tried adding it in a user folder autoexec but it doesn't work.[/quote]
Just curious why you'd like 15.2ms, it'll help me improve the config.
Read this thread on why 15.2ms is not the default: https://www.teamfortress.tv/51693/current-year-net-settings#4
If you really want it, put snapshots_lan for each class config you want 15.2ms for, or if you want it for all classes, put snapshots=lan in your modules.cfg.
I went back and forth a lot today and I really do feel that 15.2ms feels faster for projectiles. I think that 15.2ms projectile and 21.0ms hitscan is the best balance as long as you aren't getting a lot of dropped packets on 15.2ms.
I went back and forth a lot today and I really do feel that 15.2ms feels faster for projectiles. I think that 15.2ms projectile and 21.0ms hitscan is the best balance as long as you aren't getting a lot of dropped packets on 15.2ms.
whitepuzzleI went back and forth a lot today and I really do feel that 15.2ms feels faster for projectiles. I think that 15.2ms projectile and 21.0ms hitscan is the best balance as long as you aren't getting a lot of dropped packets on 15.2ms.
But you're always going to get packet loss on 15.2ms. There's not servers that ever have a 66 sv tick rate and 0ms var. Also, placebo has a big impact on this stuff. You need to do blind tests, or analyze it logically/mathematically using the code.
[quote=whitepuzzle]I went back and forth a lot today and I really do feel that 15.2ms feels faster for projectiles. I think that 15.2ms projectile and 21.0ms hitscan is the best balance as long as you aren't getting a lot of dropped packets on 15.2ms.[/quote]
But you're always going to get packet loss on 15.2ms. There's not servers that ever have a 66 sv tick rate and 0ms var. Also, placebo has a big impact on this stuff. You need to do blind tests, or analyze it logically/mathematically using the code.
I don't know if it's placebo but jump maps just feel better at 15.2
also should i be setting a custom fps_max if I'm on a 144hz?
I don't know if it's placebo but jump maps just feel better at 15.2
also should i be setting a custom fps_max if I'm on a 144hz?
aieraI don't know if it's placebo but jump maps just feel better at 15.2
also should i be setting a custom fps_max if I'm on a 144hz?
Yeah jump maps are fine at 15.2ms because it's just your own client which is locally predicted.
If you want.
[quote=aiera]I don't know if it's placebo but jump maps just feel better at 15.2
also should i be setting a custom fps_max if I'm on a 144hz?[/quote]
Yeah jump maps are fine at 15.2ms because it's just your own client which is locally predicted.
If you want.
Dear mastercoms help me set the best network settings. Counter strike source. server tick 66.
my network setup information
cl_cmdrate 66
cl_updaterate 66
rate 25000
cl_interp 0.0303030303
cl_interp_all 0
cl_interp_npcs 0
cl_interp_ratio 0
cl_lagcompensation 1
cl_predictweapons 1
cl_smooth 0
cl_smoothtime 0
cl_resend 1.5
net_splitpacket_maxrate 25000
net_maxcleartime 0.001
net_compresspackets_minsize 128
net_compresspackets 1
net_maxroutable 1200
net_maxfragments 1200
net_maxpacketdrop 4000
net_split rate 2
net_maxfilesize 64
net_queued_packet_thread 1
net_queue_trace 0
What can I fix what to add to these settings to improve my ping, registration of hits, stability and speed of the game. My Internet 11.12 MB/s
Outgoing connection
7.11 MB/s
ping 30 ms
Dear mastercoms help me set the best network settings. Counter strike source. server tick 66.
my network setup information
cl_cmdrate 66
cl_updaterate 66
rate 25000
cl_interp 0.0303030303
cl_interp_all 0
cl_interp_npcs 0
cl_interp_ratio 0
cl_lagcompensation 1
cl_predictweapons 1
cl_smooth 0
cl_smoothtime 0
cl_resend 1.5
net_splitpacket_maxrate 25000
net_maxcleartime 0.001
net_compresspackets_minsize 128
net_compresspackets 1
net_maxroutable 1200
net_maxfragments 1200
net_maxpacketdrop 4000
net_split rate 2
net_maxfilesize 64
net_queued_packet_thread 1
net_queue_trace 0
What can I fix what to add to these settings to improve my ping, registration of hits, stability and speed of the game. My Internet 11.12 MB/s
Outgoing connection
7.11 MB/s
ping 30 ms
@Cache11031992 use the defaults in mastercomfig. I'm not making the defaults purposefully worse.
Anyone who has been having crashing issues when they join a game: which version was the version it started happening and which version was the last one that was working for you?
@Cache11031992 use the defaults in mastercomfig. I'm not making the defaults purposefully worse.
Anyone who has been having crashing issues when they join a game: which version was the version it started happening and which version was the last one that was working for you?
Dear mastercoms, for me these settings work pretty well, but you can change some of these commands or add something to reduce packet loss and improve hits (hits). Can you recommend something.
Dear mastercoms, for me these settings work pretty well, but you can change some of these commands or add something to reduce packet loss and improve hits (hits). Can you recommend something.
mastercomsAnyone who has been having crashing issues when they join a game: which version was the version it started happening and which version was the last one that was working for you?
Can't pinpoint a specific version, but v7 was definitely stable for me, and going back to v6.1x started making my game crash (not while joining, but mid-game after a couple maps and watching demos).
[quote=mastercoms]Anyone who has been having crashing issues when they join a game: which version was the version it started happening and which version was the last one that was working for you?[/quote]
Can't pinpoint a specific version, but v7 was definitely stable for me, and going back to v6.1x started making my game crash (not while joining, but mid-game after a couple maps and watching demos).
Dear mastercoms, i downloaded mastercomfig 7 ,modified it to my liking and applied it. I noticed as i used net_graph 1 that my fps were suddenly capped at 239. I am on a 144hz monitor and have a pretty good set up. So my question is the following. Does mastercomfig set up the fps cap number on its own based on the PC? If not why 239
Dear mastercoms, i downloaded mastercomfig 7 ,modified it to my liking and applied it. I noticed as i used net_graph 1 that my fps were suddenly capped at 239. I am on a 144hz monitor and have a pretty good set up. So my question is the following. Does mastercomfig set up the fps cap number on its own based on the PC? If not why 239
HarrowDear mastercoms, i downloaded mastercomfig 7 ,modified it to my liking and applied it. I noticed as i used net_graph 1 that my fps were suddenly capped at 239. I am on a 144hz monitor and have a pretty good set up. So my question is the following. Does mastercomfig set up the fps cap number on its own based on the PC? If not why 239
7 isn't updated rn, 6 is the most recent version that received updates see using that instead helps
[quote=Harrow]Dear mastercoms, i downloaded mastercomfig 7 ,modified it to my liking and applied it. I noticed as i used net_graph 1 that my fps were suddenly capped at 239. I am on a 144hz monitor and have a pretty good set up. So my question is the following. Does mastercomfig set up the fps cap number on its own based on the PC? If not why 239[/quote]
7 isn't updated rn, 6 is the most recent version that received updates see using that instead helps
@catman1900 i tried it both on the low and the medium low presets. And for some reason they capped even lower at 180
@catman1900 i tried it both on the low and the medium low presets. And for some reason they capped even lower at 180
do you have any idea what cvar causes my demos to be choppy?
i run the very low preset
choppy demos will look like this:
https://youtu.be/PZjgq08DEZ8
also while i'm at it what does "-particles" do
do you have any idea what cvar causes my demos to be choppy?
i run the very low preset
choppy demos will look like this:
[youtube]https://youtu.be/PZjgq08DEZ8[/youtube]
also while i'm at it what does "-particles" do
https://www.dropbox.com/s/rlylo3asc6dx7sb/Replay%202019-08-24%2000-10-25.mp4?dl=0
Any idea why this fog gets more aggressive along the video? I turned off weather effects and lowered particles to their minimum.
https://www.dropbox.com/s/rlylo3asc6dx7sb/Replay%202019-08-24%2000-10-25.mp4?dl=0
Any idea why this fog gets more aggressive along the video? I turned off weather effects and lowered particles to their minimum.
sAvenhttps://www.dropbox.com/s/rlylo3asc6dx7sb/Replay%202019-08-24%2000-10-25.mp4?dl=0
Any idea why this fog gets more aggressive along the video? I turned off weather effects and lowered particles to their minimum.
seems like you used "env_rain_001_mist" to replace your muzzleflash under dx9
use "nutsnbolts_repair" instead
[quote=sAven]https://www.dropbox.com/s/rlylo3asc6dx7sb/Replay%202019-08-24%2000-10-25.mp4?dl=0
Any idea why this fog gets more aggressive along the video? I turned off weather effects and lowered particles to their minimum.[/quote]
seems like you used "env_rain_001_mist" to replace your muzzleflash under dx9
use "nutsnbolts_repair" instead
Surfaceproperties.txt from the "No Footsteps" addon doesn't disable the "dust/bullet impact" particles when shooting at walls. I downloaded JarateKing's cleantf2 surfaceproperties.txt and the only thing that's different from his file and yours is that his "gamematerial" is a "-" and your "gamematerial" is a "C". Is this intentional? If not, could it be added into your config?
Surfaceproperties.txt from the "No Footsteps" addon doesn't disable the "dust/bullet impact" particles when shooting at walls. I downloaded JarateKing's cleantf2 surfaceproperties.txt and the only thing that's different from his file and yours is that his "gamematerial" is a "-" and your "gamematerial" is a "C". Is this intentional? If not, could it be added into your config?
sAvenSurfaceproperties.txt from the "No Footsteps" addon doesn't disable the "dust/bullet impact" particles when shooting at walls. I downloaded JarateKing's cleantf2 surfaceproperties.txt and the only thing that's different from his file and yours is that his "gamematerial" is a "-" and your "gamematerial" is a "C". Is this intentional? If not, could it be added into your config?
I disable impact particles using fx_* commands in the dxsupport_override.cfg in the low and very low VPKs.
aierado you have any idea what cvar causes my demos to be choppy?
i run the very low preset
also while i'm at it what does "-particles" do
I don't know why demos are choppy. Been trying to look at it for a while, but it seems like some TF2 issue? Could you confirm it doesn't happen without the config? But very low does lots of stuff that might be causing it
-particles 1 limits the number of beam particles (particles with a start and end point). It also allocates less memory for those particles. The minimum is 512, so 1 is just saving space.
Harrow@catman1900 i tried it both on the low and the medium low presets. And for some reason they capped even lower at 180
A stable FPS is better than high peak FPS.
An FPS limit decreases loading screen time.
An FPS limit saves power which can improve performance due to resources not being used for little reason.
FPS has diminishing returns for higher FPS because the frame time reduction is inversely proportional.
I'd recommend setting fps_max to FPS you can stably get.
mastercomfig 8.0.0-b2
https://cdn.discordapp.com/attachments/389091098922057728/618702620940566528/mastercomfig.zip
* Enhanced networking settings to improve reliability
* Removed recommendation to disable networked packet thread (-NoQueuedPacketThread, net_queued_packet_thread 0) on Linux because Linux now uses the packet thread. Please remove these from your settings if you have them.
* Optimized graphics performance
* Fixed a few ragdoll bugs
* Optimized CPU performance
* Improved filesystem and memory management
* Improved sound system performance
* Disabled TF2 in-game HUD messages (mostly seen on cl_hud_minmode 0) with No Tutorial addon
* Disabled enforcing hit/kill sounds
[quote=sAven]Surfaceproperties.txt from the "No Footsteps" addon doesn't disable the "dust/bullet impact" particles when shooting at walls. I downloaded JarateKing's cleantf2 surfaceproperties.txt and the only thing that's different from his file and yours is that his "gamematerial" is a "-" and your "gamematerial" is a "C". Is this intentional? If not, could it be added into your config?[/quote]
I disable impact particles using fx_* commands in the dxsupport_override.cfg in the low and very low VPKs.
[quote=aiera]do you have any idea what cvar causes my demos to be choppy?
i run the very low preset
also while i'm at it what does "-particles" do[/quote]
I don't know why demos are choppy. Been trying to look at it for a while, but it seems like some TF2 issue? Could you confirm it doesn't happen without the config? But very low does lots of stuff that might be causing it
-particles 1 limits the number of beam particles (particles with a start and end point). It also allocates less memory for those particles. The minimum is 512, so 1 is just saving space.
[quote=Harrow]@catman1900 i tried it both on the low and the medium low presets. And for some reason they capped even lower at 180[/quote]
A stable FPS is better than high peak FPS.
An FPS limit decreases loading screen time.
An FPS limit saves power which can improve performance due to resources not being used for little reason.
FPS has diminishing returns for higher FPS because the frame time reduction is inversely proportional.
I'd recommend setting fps_max to FPS you can stably get.
[code][/code]
[b]mastercomfig 8.0.0-b2[/b]
https://cdn.discordapp.com/attachments/389091098922057728/618702620940566528/mastercomfig.zip
* Enhanced networking settings to improve reliability
* Removed recommendation to disable networked packet thread (-NoQueuedPacketThread, net_queued_packet_thread 0) on Linux because Linux now uses the packet thread. Please remove these from your settings if you have them.
* Optimized graphics performance
* Fixed a few ragdoll bugs
* Optimized CPU performance
* Improved filesystem and memory management
* Improved sound system performance
* Disabled TF2 in-game HUD messages (mostly seen on cl_hud_minmode 0) with No Tutorial addon
* Disabled enforcing hit/kill sounds
mastercomssAvenSurfaceproperties.txt from the "No Footsteps" addon doesn't disable the "dust/bullet impact" particles when shooting at walls. I downloaded JarateKing's cleantf2 surfaceproperties.txt and the only thing that's different from his file and yours is that his "gamematerial" is a "-" and your "gamematerial" is a "C". Is this intentional? If not, could it be added into your config?
I disable impact particles using fx_* commands in the dxsupport_override.cfg in the low and very low VPKs.
Alright nevermind then. So what does "gamematerial" do?
[quote=mastercoms][quote=sAven]Surfaceproperties.txt from the "No Footsteps" addon doesn't disable the "dust/bullet impact" particles when shooting at walls. I downloaded JarateKing's cleantf2 surfaceproperties.txt and the only thing that's different from his file and yours is that his "gamematerial" is a "-" and your "gamematerial" is a "C". Is this intentional? If not, could it be added into your config?[/quote]
I disable impact particles using fx_* commands in the dxsupport_override.cfg in the low and very low VPKs. [/quote]
Alright nevermind then. So what does "gamematerial" do?
sAvenAlright nevermind then. So what does "gamematerial" do?
https://developer.valvesoftware.com/wiki/Material_Types
- just makes it not found.
[quote=sAven]Alright nevermind then. So what does "gamematerial" do?[/quote]
https://developer.valvesoftware.com/wiki/Material_Types
- just makes it not found.
https://cdn.discordapp.com/attachments/389091098922057728/619854792386281482/mastercomfig.zip
mastercomfig 8.0.0-b3:
Updated recommended base launch options: -novid -nojoy -nosteamcontroller -softparticlesdefaultoff -reuse -nohltv -particles 1 -primarysound -snoforceformat
* Added -primarysound and -snoforceformat to launch options. These reduce stutters related to the sound system.
* Improved networking compression settings to reduce overhead in packet processing on packet_size_balanced
* Decreased smoothing time to stay in sync with other entity's smoothing (interp)
* Increase rate to a stable speed that resolves stutters when dealing with larger traffic.
* When on packet_rate_congestion, don't do added interp for snapshots_balanced
* Optimized lighting settings
* Tweaked lip sync rules to ensure smoothing is disabled on lower modules
* Addons now override modules
* Enabled batch decals across the board for improved performance
* Reduced overhead of decal system when decals are disabled
* Improved decals_high usage of memory systems
* Added hud_panels module to disable health/player info panels
* Reordered console module selection execution to reduce delay up front in loading settings
* Removed Slow IO addons. These changes are now in the base config, because model loading in the thread pool was causing performance issues even on fast SSDs.
* Fixed color correction not being enabled on post_processing_ultra
* Fixed some unused software anti-aliasing settings being used
* Decreased dynamic light limits
* Fixed hud_reloadscheme once not working properly
* Renamed game_override_once_c to game_overrides_once_c
* Fixed typos in documentation and improved some descriptions slightly
https://cdn.discordapp.com/attachments/389091098922057728/619854792386281482/mastercomfig.zip
mastercomfig 8.0.0-b3:
Updated recommended base launch options: -novid -nojoy -nosteamcontroller -softparticlesdefaultoff -reuse -nohltv -particles 1 -primarysound -snoforceformat
* Added -primarysound and -snoforceformat to launch options. These reduce stutters related to the sound system.
* Improved networking compression settings to reduce overhead in packet processing on packet_size_balanced
* Decreased smoothing time to stay in sync with other entity's smoothing (interp)
* Increase rate to a stable speed that resolves stutters when dealing with larger traffic.
* When on packet_rate_congestion, don't do added interp for snapshots_balanced
* Optimized lighting settings
* Tweaked lip sync rules to ensure smoothing is disabled on lower modules
* Addons now override modules
* Enabled batch decals across the board for improved performance
* Reduced overhead of decal system when decals are disabled
* Improved decals_high usage of memory systems
* Added hud_panels module to disable health/player info panels
* Reordered console module selection execution to reduce delay up front in loading settings
* Removed Slow IO addons. These changes are now in the base config, because model loading in the thread pool was causing performance issues even on fast SSDs.
* Fixed color correction not being enabled on post_processing_ultra
* Fixed some unused software anti-aliasing settings being used
* Decreased dynamic light limits
* Fixed hud_reloadscheme once not working properly
* Renamed game_override_once_c to game_overrides_once_c
* Fixed typos in documentation and improved some descriptions slightly
https://cdn.discordapp.com/attachments/389091098922057728/620277650946129930/mastercomfig.zip
mastercomfig 8.0.0-b4:
* Increased rate from 262144 to 281952 to add padding for split packets. Improves network reliability.
* Added a max accumulated network delay of 30ms (similar to the 15ms delay limit in 6.14). May cause some network resources to be exhausted, let me know if you see problems.
* Restored client precache from before experimental change in 6.12.0 to improve performance
* Removed some redundant to default filesystem settings, improves performance
* Updated screenshots on docs
* Fixed typos/style in documentation
https://cdn.discordapp.com/attachments/389091098922057728/620277650946129930/mastercomfig.zip
mastercomfig 8.0.0-b4:
* Increased rate from 262144 to 281952 to add padding for split packets. Improves network reliability.
* Added a max accumulated network delay of 30ms (similar to the 15ms delay limit in 6.14). May cause some network resources to be exhausted, let me know if you see problems.
* Restored client precache from before experimental change in 6.12.0 to improve performance
* Removed some redundant to default filesystem settings, improves performance
* Updated screenshots on docs
* Fixed typos/style in documentation
https://cdn.discordapp.com/attachments/389091098922057728/620607005668671537/mastercomfig.zip
mastercomfig 8.0.0-b5:
* Improve performance on props_high by enabling static lighting for props
* Increase packet delay limit from 30ms to 60ms
* Use dxsupport cvar values in cfg. This fixes many issues where people were not getting full performance benefits out of their modules, or were not seeing the effects of their modules properly applied.
* Added -gl_enablesamplerobjects and -gl_texclientstorage to OpenGL launch options. These options can improve texture management, and reduce memory usage.
* Mastercomfig automatically enables ropes for official Mannpower maps
* Removed cvars that were setting to default, reduces file size
* Disabled cl_showpluginmessages since the TF2 default was changed intentionally from 1 to 0 a year ago
* Enabled net graph solid ticks (like TF2 default, comfig default was improperly set to 0)
* Added early particle removals to Bad GPU. These cost time to check on the CPU, but are worth the GPU particle rendering savings on bad GPUs.
* Fixed a bug where the server could disable prediction https://github.com/ValveSoftware/Source-1-Games/issues/2618
* Removed packet_size=lowend completely
* Improved documentation and fixed typos
https://cdn.discordapp.com/attachments/389091098922057728/620607005668671537/mastercomfig.zip
mastercomfig 8.0.0-b5:
* Improve performance on props_high by enabling static lighting for props
* Increase packet delay limit from 30ms to 60ms
* Use dxsupport cvar values in cfg. This fixes many issues where people were not getting full performance benefits out of their modules, or were not seeing the effects of their modules properly applied.
* Added -gl_enablesamplerobjects and -gl_texclientstorage to OpenGL launch options. These options can improve texture management, and reduce memory usage.
* Mastercomfig automatically enables ropes for official Mannpower maps
* Removed cvars that were setting to default, reduces file size
* Disabled cl_showpluginmessages since the TF2 default was changed intentionally from 1 to 0 a year ago
* Enabled net graph solid ticks (like TF2 default, comfig default was improperly set to 0)
* Added early particle removals to Bad GPU. These cost time to check on the CPU, but are worth the GPU particle rendering savings on bad GPUs.
* Fixed a bug where the server could disable prediction https://github.com/ValveSoftware/Source-1-Games/issues/2618
* Removed packet_size=lowend completely
* Improved documentation and fixed typos
https://cdn.discordapp.com/attachments/389091098922057728/620972432928538644/mastercomfig.zip
mastercomfig 8.0.0-b6:
* Removed Bad CPU addon. The base config is now optimized enough for these CPUs as well.
* Cleaned up Very Low preset
* Adjusted packet size and compression thresholds for enhanced reliability
* Changed lighting=low to make world lighting not as dark
* Bumped up ultra modules across the board to use more costly, minor quality improvements as well
* Enabled post process pass combining always to simplify config logic
* Disabled gameplay checks for stats, so community gamemodes track stats
https://cdn.discordapp.com/attachments/389091098922057728/620972432928538644/mastercomfig.zip
mastercomfig 8.0.0-b6:
* Removed Bad CPU addon. The base config is now optimized enough for these CPUs as well.
* Cleaned up Very Low preset
* Adjusted packet size and compression thresholds for enhanced reliability
* Changed lighting=low to make world lighting not as dark
* Bumped up ultra modules across the board to use more costly, minor quality improvements as well
* Enabled post process pass combining always to simplify config logic
* Disabled gameplay checks for stats, so community gamemodes track stats
-gl_texclientstorage- messes up wairpaints (for me atleast)
so you might wanna not use that
-gl_texclientstorage- messes up wairpaints (for me atleast)
so you might wanna not use that