mustardoverlorduse the ubersaw, it gives more frames
No.
Account Details | |
---|---|
SteamID64 | 76561198443218901 |
SteamID3 | [U:1:482953173] |
SteamID32 | STEAM_0:1:241476586 |
Country | United States |
Signed Up | July 26, 2020 |
Last Posted | February 26, 2024 at 8:36 PM |
Posts | 572 (0.4 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 2.21 |
Windows Sensitivity | None. Accel: 1.9 |
Raw Input | |
DPI |
800 |
Resolution |
1280x720 |
Refresh Rate |
60hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Viper Mini Corded |
Keyboard | Integrated |
Mousepad | None |
Headphones | None |
Monitor | Integrated |
mustardoverlorduse the ubersaw, it gives more frames
No.
harisIntel graphics should not be the problem, I used to play on a 4th gen intel cpu. framerates werent great, but i did not have big frametimes. check for vsync, turn off the windows gaming dvr thing and check drivers.
I have Gaming DVR and (TF2) Vsync off. I also checked the graphics driver, and it turns out that the service for it was not starting, so I just did an uninstall-rescan operation and the service starts now.
harisToonHUD however is a different story
What is it with ToonHUD?
dellaAimIsADickGPU: Intel(R) UHD Graphics
Found the problem
Can't change. Stuck on a shitty laptop and I'm unwilling to be a corporate slave to get a good PC.
carterAimIsADickToonHud
Found the problem
This one I can change. Does ToonHUD cause framtime or input latency issues? Are there any alternative HUDs similar to it? If not can I optimize ToonHUD?
Excerpt from r/tf2techsupport post.
My Problem
While thinking about performance, I remembered that frame pacing (or frametime I guess?) was actually a better metric than frames per second (FPS), so I went ahead and recorded the frametimes with CapFrameX. For benchmarking environment I just played a game on creators.tf and awk.gg because realism (ik that benchmark file exists but I don't see the point in using it).
After the first proper record the I went back to my graph only to see that the frametime varied from 16ms to 90ms (commonly too!) and I had high-ass input latency. That explains why I felt so damn slow all the time! Then I try setting an FPS cap to 60 (the in-game one) and record that second game. In that recording I saw that the frametime was exaggerated more, but that could be due to the server itself.
Note: I have only recorded one game on creators.tf and awk.gg, so take the graphs with tons of salt. That being said with previous recordings I have consistently saw a pattern of high-ass frametimes in Blackwonder and creators.tf servers.
Here's the download to my records.
My Mods
My System
CPU: Intel(R) Core(TM) i5-10210U @ 1.60GHz 2.11 GHz
GPU: Intel(R) UHD Graphics
RAM: 8GB (1x8GB) 2667MT/s (or GiB? I haven't checked yet.)
Windows 10 System Mods: W10Privacy
mastercomsAimIsADickOk I understand now. Guess I was just seeing a false correlation between the cvar and frames. Thanks again.It does use some DX8 shaders so it might negatively affect stuff on your machine.
Guess that might explain some weird stuff going on.
mastercomsAimIsADickAlso just a heads up, but I personally think you should display frametimes in the graph in the performance section on your site. I heard that FPS is generally an unreliable metric, so I think it's a good idea to include frametime as a consistent metric as well.
frametime = 1/FPS
1/frametime = FPS
FPS is bad to measure as a relative thing, like "I just gained 30 frames!", instead of "I had 240FPS before and now I have 270FPS." That latter one is fine.
if you mean the frame pacing, that's harder to compare and measure between configs.
Sometimes though the frametime varies and is not always perceptible with just FPS, but I can see where you are coming from.
I guess I technically mean frame pacing and not frametime.
Also just a heads up, but I personally think you should display frametimes in the graph in the performance section on your site. I heard that FPS is generally an unreliable metric, so I think it's a good idea to include frametime as a consistent metric as well.
Ok I understand now. Guess I was just seeing a false correlation between the cvar and frames. Thanks again.
I'd like to know something: Why is mat_reducefillrate set to 1? Doesn't that reduce FPS (I know that FPS is not the only important performance metric)? I'm not necessarily questioning the settings, I'm just curious about this cvar, because its default is set to 0.
I name some of my weapons based off pop culture, and others to push some campaign.
Sydney Sleeper - "Senku's Sniper Rifle"
Kukri - "Kuk(another k is supposed to be here but I made a typo)uri"
Dalokohs Bar - "Snickers"
Shortstop - "#BonkAtomicPunchIsUnderrated"
Stock Medigun - "#ÜbersawIsOverrated"
Kritzkreig - "Amputator underrated. Übersaw overrated!"
Quickfix - "Übersaw Sucks."
Vaccinator - "Übersaw is a trash weapon."
Half-Zatoichi - "DO IT, SACHI!"
Weapons I'm gonna name in the future:
Übersaw - "Overrated trash."
mastercomsAimIsADickDo the launch options need to be in the latest game version? If so then I can adjust my launch option list to accommodate that. Also what do you refer to as a bad launch option?The things you were saying: "junk strings that aren't launch options"
Ok that's easy to do then, since the launch options are defined by the CheckParm, AddParm, and FindParm functions which refer to launch options in the game code. Only real problem I'm going to face is how to organize the new launch options, since some of the launch options in the code leak seem to no longer exist.
mastercomsAimIsADickHow do I compile mastercomfig from the source that is on github? I'd like to try and help out development aside from updating the list of launch options to remove the junk strings that aren't launch options. This is the list that I'm going to refer to if I do.Thanks for your interest in contributing to mastercomfig! There's a contributing document that contains packaging instructions here: https://github.com/mastercomfig/mastercomfig/blob/develop/.github/CONTRIBUTING.md#packaging
P.S Can I use the 2018 code leak of TF2 as a source of information like the Source SDK?
My pleasure mate.
mastercomsBeware that any sanitization of the launch options must be automated to be part of the generation process. So a filter of known bad launch options could work, as well as a heuristic for random garbage.
Do the launch options need to be in the latest game version? If so then I can adjust my launch option list to accommodate that. Also what do you refer to as a bad launch option?
mastercomsYou can use your own personal knowledge of TF2 to develop mastercomfig. Where that knowledge comes from is not of my concern.
Ok thanks for the info.
AnongougTry using dxlevel 8. I tried it in game and it has worked for me.
Will try this, thanks.
I don't recommend dxlevel 8 unless if you are on old hardware. Mastercoms has already stated well enough why this is a bad idea.
Ultimately likely the only way to get the gold texture of australiums at this point is to hunt down for their VMTs and VTFs and modify those. Though at that point things are going to get complicated and if that method doesn't work then I have no other solution here.
How do I compile mastercomfig from the source that is on github? I'd like to try and help out development aside from updating the list of launch options to remove the junk strings that aren't launch options. This is the list that I'm going to refer to if I do.
P.S Can I use the 2018 code leak of TF2 as a source of information like the Source SDK?
PlegueAimIsADickstuffbruh you made a whole new thread for this?
Well I already posted that in this thread, may as well just make a standalone thread for it instead.
mustardoverlordyou're implying that any non-trolling medic goes around trying to ubersaw things when he could be healing lol
the ubersaw's main point is, if you're the last one alive as med (say fleeing a mid fight or holding last) and you're above 50% or above 75%, you quickly try to get uber and stall for teammates to come in
it's situationally incredibly useful, but obviously the solemn vow is better overall
That is not what I mean. I mean as in meleeing period. Arrowing an enemy down is far safer than trying to do melee attacks that the enemy can easily dodge.
That scenario will rarely ever work out and will just make you lose the game if you charge in to get Über.
"situationally incredibly useful" HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA no.