amazoc
Account Details
SteamID64 76561198322697237
SteamID3 [U:1:362431509]
SteamID32 STEAM_0:1:181215754
Country Poland
Signed Up September 19, 2017
Last Posted October 6, 2017 at 6:39 AM
Posts 14 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse contact me @ https://steamcommunity.com/id/d0ma/
Keyboard https://steamcommunity.com/id/d0ma/
Mousepad https://steamcommunity.com/id/d0ma/
Headphones  
Monitor  
#486 mastercomfig - fps/customization config in Customization
mastercomszfnThis command isn't in your config, but can you please explain what this does:
cl_pred_optimize
The default value is 2, but felix set it to 1 on his config, claiming better hit reg.
No, prediction doesn't really affect hitreg, it just increases the smoothness and responsiveness of what info you send to the server (like weapon firing and movement).

cl_pred_optimize 1 reuses prediction info from the last time your client predicted if the server didn't update you yet about what's going on.

cl_pred_optimize 2 does 1 and also something similar to 1 if the server gives you an update and the prediction turns out to be true.

Most of the time, these optimizations will happen most often when your frames are higher than your updaterate but can also happen when the server legitimately doesn't have anything to tell you about where you are or that you were wrong on a prediction.

I found a small snip in reddit about cl_pred_optimize 1/2 debate I though it is worth reposting it there:

https://www.reddit.com/r/truetf2/comments/51h73b/how_much_does_interp_affect_projectiles_also/

Kairu927:

wareya's recommended settings:
...
..
cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

kk_64:

wait cl_pred_optimize 1, don't most people recommend cl_pred_optimize 2? I tried to find out exactly what this does but all I could find was: 
Official cVar documentation* : - Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
Surely 2 is better since it doesn't bother repredicting when there are no errors?

Mao-C:

technically "no errors" refers to new data being close enough to old data that it can just reuse the old data for prediction; rather than actually being perfect.
i guess technically it would make prediction more accurate, but the game will only switch to prediction when it doesnt recieve network frames, which means its not gonna be accurate anyway. So making sure that the game adjusts for some 5 degree turn for a single frame which wont be accurate in the first place doesnt really help much.
Edit: actually i found this(https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/client/prediction.cpp) and it seems like it adjusts entities to their predicted locations if, after prediction, the actual location is close enough. So it might cause some desynchronization.

So based in your explanation pred_optimize 1  does recycle the usage of last  sended network data to client received from server when client its not actually receiving from srv.

kk_64:

That's actually pretty interesting, sounds like 1 is better if you can handle the extra work from repredicting since it would make things more accurate, if I understood everything correctly.
wareya comment on tftv on cl_pred_optimize 2 from http://www.teamfortress.tv/25553/a-way-too-detailed-networking-config#6

//This is fine but I want to note that lowering this can THEORETICALLY improve hitreg (by imperceptible amounts), particularly in obscure computing situations, at the expense of framerate.

(Q :: What would happen in cl_pred_optimize 0 ,Would it fail to obtain network data in these "client-server offline moments " and missaccurately represent the game frames in each of these events causing jittery jerky gameplay ,how prediction would be delayed or affected?).
I guess it would be less resource intensive and could release some frames.

A Mix read between the reddit snip and your declaration makes me think proviosionally the idea that since :

mastercomsMost of the time, these optimizations will happen most often when your frames are higher than your updaterate but can also happen when the server legitimately doesn't have anything to tell you about where you are or that you were wrong on a prediction.

and this:

amazoccl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

That the optimizations that takes place when frames are higher than updaterate(66) are way more accurate representations of current game than the optimizations that occur when client is not getting network packets from server and reusing recent packets as per pred_optimize 1 bcoz packets from frames in the 1st situation contain more legitimate positional info.

->

So now cl_pred_optimize 2 :

mastercomscl_pred_optimize 2 does 1 and also something similar to 1 if the server gives you an update and the prediction turns out to be true.
Valve documenation : Optimize for not copying data if didn't receive a network update (1),  , and also for not repredicting if there were no errors (2).

So based on Mao-C (reddit):

What I understand is that "no-errors" in cl_pred_optimize 2 means that the reused old packet with cl_pred_optimize 1 is considered to be in the range to be closely accurate to the new data and accepted, skipping prediction and itself prediction resulting to be true as pointed , although still considered a bit innaccurate representation, well atleast based of what I understand in the reddit conversation. So what would happen if the last packetinfo is considered not-error free? In other words ,How repredicting works ? So following reddit post , Forcing to repredict even though its still fps expensive allows to get more "perfect-close position wise-" information that might be acquired with cl_pred_optimized 1 ,but based on your cl_pred_optimized 2 statement it does what .._optimize 1 does and when server does send packets, I though cl_pred_optimized 2 was based as added condition to pred_optimize 1 where only in the situation that the server does not send packets . Kinda confused.

posted about 7 years ago
#480 mastercomfig - fps/customization config in Customization
mastercomsamazocThere is a great number of variables targetted to debugging that can be altered w/o svcheats , soo.. they definetely none of them have negative side effects on frames in real time game execution on their enabled default values ?Not sure what you're referring to. Could you give me an example?

Yes , kinda ,
Sorry for the confusion ,but it was my mistake, I was referring to explicit non-cheat debug related variables that have some value that could interact with the gameplay like dumping msgs to console or outputting errors on their enabled def. values , but now that I give a review to the console dump almost every debug variable is on "0" so really sorry.I had some sort of erroneous belief that some of them were on a different setup.

Some of the kind of CVars I had in thought :

mat_debugdepth -
mat_debugdepthval 128
mat_debugdepthvalmax 256
adsp_debug -
mat_debug_postprocessing_effects -
r_sequence_debug -

nvm and sorry for the mistaken question.

posted about 7 years ago
#478 mastercomfig - fps/customization config in Customization
mastercoms

There is a great number of variables targetted to debugging that can be altered w/o svcheats , soo.. they definetely none of them have negative side effects on frames in real time game execution on their enabled default values ?

posted about 7 years ago
#476 mastercomfig - fps/customization config in Customization

Is not reasonable to lower these ? Actually they arent present in your "comfig"

·mat_envmapsize : 128
·mat_envmaptgasize : 32
mat_wateroverlaysize : 256

Could you give us a basic documentation of what they do ?

btw based on Rhapsody's comments

mat_envmapsize //Changes envmap size.
·mat_envmaptgasize // Messes around with size of sprayed textures.
mat_wateroverlaysize // Changes water overlay size .

**elsewhere is commented that mat_wateroverlaysize // Sets the resolution of water distortion. Must be multiple of 8.

I found Chris maxframes lowered envm* vars to "8" and set the water´s material to "1" , so I guess this variables follow a multiplier factor . I actually set this as Chris ,idk if they will have some prominent impact.

thx again

posted about 7 years ago
#467 mastercomfig - fps/customization config in Customization
mastercoms
The config sets these two values to 0, however, mat_antialias is commented out because it apparently affects some Mumble overlays. The more AA you do, the more work your GPU has to do. CSAA only works on NVidia I think, but it is more efficient than the MSAA that mat_antialias does.

Nice , Having an ATI card that explains why in the video options of in-game menu it only displays selectable 4x/6x MSAA and setting it returns always mat_aaquality to 0. Albeit I can still set and play with mat_aaquality to 2 even when ATI is not compatible with it , and the cvar does not reset nor backs to 0, & It gaves me the impression the game-image is bit sharper and smoother , so that ,makes me doubt that they could apply some custom filtering for ATI only GPU's (CFAA which is analogous technology to CSAA from NVIDIA) but I guess it would show it in menu so I discard it.

-->

I found a cvar use a bit missleading thats the case of host_thread_mode , I know when is set to higher than 0 in a local server it makes freeze but on non-local it works fine , in your config is actually disabled, my question is simple ,since it works outside the local scope ,may this cvar help for those who not make use of hosting or local usages ,since on normal servers it works fines at least for me , sighted you swapped the value from 1 to 2 in a commit ,why that ?

thank you kindly..

posted about 7 years ago
#462 mastercomfig - fps/customization config in Customization

Saw also that "mat_software_aa_edge_threshold" is not anymore in the config ,
Valve documentates it as:
- "Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)."

Earlier you set it @ "9" , based on the official documentation I expected certainly to help frames ,
May I ask why it stopped appearing in your cfg.

----
Also ,I have a small doubt with AA cvars I normally run the game mat_antialias 4 and leave mat_aaquality at 2 .
Could I just lower mat_aaquality to 0 in order to support frames ? ,as far as I can read it disables CSAA , tried already ,but I ts hard to tell the difference whatsoever.Just to be sure.

thx.

posted about 7 years ago
#458 mastercomfig - fps/customization config in Customization

Yo,

I noticed that you left "particle_sim_alt_cores" dangling in the default value ,maybe again due to optimal Source Engine autoconfig deicision.

I glimpsed , that you alternated this CVar value to 3 or 4 in earlier versions of your cfg .

In my case I have a old quad cored cpu , I may ask you , if this can be sort of beneficial setting to higher than 2 (default) and how it does to boost fps.

Ty.

posted about 7 years ago
#455 mastercomfig - fps/customization config in Customization
mastercoms

np..

I managed to find a "shortcut" solution via a simple Powershell script .For those looking To reproduce it just follow :

a)make a new .txt file ,rename to .ps1 and enter the Steam path :

& "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 440 -parameter1 -param2 -paramx..

or well use the game executable directly as pointed by mastercoms:

& C:/.. /Steam/../hl2.exe -steam -game tf2

--Be sure to remove any spotted Line feeds (LN) \n and Carriage Returns CR \r in your powershell file , it wont work with them.

b) Create a Powershell Script Shortcut through the Desktop Wizard and in application path set :

C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -ExecutionPolicy Bypass -File "C:\game.ps1" -WindowsStyle Hidden

--Be sure to set the policy change arguments since powershell is more restrictive than cmd.

posted about 7 years ago
#453 mastercomfig - fps/customization config in Customization
mastercomsamazocAh, so this a problem with Windows. I thought only Steam had the character limit, but I didn't know Windows has this limit as well.

I guess you just can't make the shortcut and instead have to use a batch file.

As I have written in my 1st msg related to this , batch files also rely on this limit ,so they dont work ,

Solutions I found:
1.Executing directly through cmd .
2.Use Batchrun tool an alternative to batch scripts .

EDIT : if you use Batchrun scripts , be sure to remove Steam launch options cuz it will override Batchrun ones ,as you can check with ProcessExplorer.

So I was asking if some1 knows a solution for making a clean shortcut ,without the need to paste everytime in cmd or to depend from tools .

posted about 7 years ago
#451 mastercomfig - fps/customization config in Customization
mastercomsamazoc
You can use cmd or make a shortcut to launch the TF2 executable (hl2.exe) directly but remember to add
-steam -game tf2

to the launch options.

I know you can do this , the question that remains is that it doesnt catch all the parameters when set too much, and only reads those who are within the hard coded range , except if you execute it manually (no shortcut ) through cmd .

This is what I would like to fix while executing the game thrugh a shortcut : https://superuser.com/questions/545400/windows-7-shortcut-target-attributes-too-long {-- Not solved.

As you can see it cuts http://image.ibb.co/hCnHok/scripts.jpg when filling more than 256-260 characters in the target box ,counting white spaces.

So for example you could set this parameters on launch opt. on Steam Input :
-high -console -novid -useforcedmparms -noforcemaccel -noforcemspd -refresh 75 -dxlevel 81 -w 1024 -h 768 -nod3d9ex +exec autoexec.cfg -nouserclip -softparticlesdefaultoff -reuse -usetcp -nojoy -noff -primarysound -swapcores -snoforceformat -console

but if I add -NoQueuedPacketThread to these , it will be cut to :

-high -console -novid -useforcedmparms -noforcemaccel -noforcemspd -refresh 75 -dxlevel 81 -w 1024 -h 768 -nod3d9ex +exec autoexec.cfg -nouserclip -softparticlesdefaultoff -reuse -usetcp -nojoy -noff -primarysound -swapcores -snoforceformat -console -NoQ

*while the others still working

posted about 7 years ago
#449 mastercomfig - fps/customization config in Customization
mastercoms
Maybe you can use cmd to run steam.exe -applaunch.

I think thats the only way I managed to run it with all the parameters the game , but my idea was to make a shortcut so I dont need to paste all the parameters everytime in a cmd window ,ofc without the help of any external tool.

-Working w/ +40~ parameters so far only directly executing it by cmd :

1.cd  C:\Program Files (x86)\Steam\
2. Steam.exe -applaunch 440  -novid -useforcedmparms -
noforcemaccel -noforcemspd -nocrashdialog -refresh 75 -dxlevel 81 -w 1024 -h 768
  -nod3d9ex +exec autoexec.cfg -nouserclip -softparticlesdefaultoff -reuse -uset
cp -nojoy -noff -nohltv -primarysound -snoforceformat -nosteamcontroller -NoQueu
edPacketThread -nostartupsound -nosrgb -disable_d3d9_hacks -high  -force
novsync -disable_matsurf_noculls -noglslcontrolflow -no_compressed_verts -mpi_wo
rker -precachefontchars -64OS -nosync -limitvsconst -threads 4 -console

-I managed to find a 2nd working way but it require a third party tool called "Batchrun" with the following similar code :

Batchrun 3.0
C:\Program Files (x86)\Steam\Steam.exe
C:\Program Files (x86)\Steam
-applaunch 440 -novid -useforcedmparms -
noforcemaccel -noforcemspd -nocrashdialog -refresh 75 -dxlevel 81 -w 1024 -h 768
  -nod3d9ex +exec autoexec.cfg -nouserclip -softparticlesdefaultoff -reuse -uset
cp -nojoy -noff -nohltv -primarysound -snoforceformat -nosteamcontroller -NoQueu
edPacketThread -nostartupsound -nosrgb -disable_d3d9_hacks -high  -force
novsync -disable_matsurf_noculls -noglslcontrolflow -no_compressed_verts -mpi_wo
rker -precachefontchars -64OS -nosync -limitvsconst -threads 4 -console
0

_______________________________________________________________________________________

I tried to make small script a .bat through different analogous procedures & syntax ,the scripts execute sucesfully the game but again only parameters that are inside "char-limit" work , just set "-console" as the last of all parameters to check :

What I tried with BAT file:

1.
cd "C:\Program Files (x86)\Steam"
start Steam.exe -applaunch 440 -restofparametersabove...
2.
start "" "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 440 -restofparametersabove...
3.
start /b /d "C:\Program Files (x86)\Steam\" Steam.exe -applaunch 440 -restofparametersabove...

I tried using Create Shortcut right clicking on Desktop:

1. C:\Windows\System32\cmd.exe /k "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 440  -restofparametersabove...

Tried also to do a non-Steam shortcut through Steam but it applies the same char limits:
Target :

     "C:\Windows\System32\cmd.exe" /C START  "Steam.exe" "C:\Program Files (x86)\Steam\"  -applaunch 440 -restofparametersabove...

Start In:

"C:\Program Files (x86)\Steam\"
deguim using the same thing and all the launch options in steam are executed, you dont need to put them into the shortcut target field

Dunno how you managed to execute it right , I always got a char capping ,its probable you havent reach the character limit , you could try with the parameters I used above.

Image :

https://pasteboard.co/GMkprIZ.jpg

https://image.ibb.co/hCnHok/scripts.jpg

posted about 7 years ago
#444 mastercomfig - fps/customization config in Customization

Hï,

I would like to test all these recently posted novel launch options all together or a selected bunch of them, but there seems to be a limit in the number of characters i can use on the input box on steam ,the limit still exists outside Steam I mean when trying to create a shortuct using steam.exe -applaunch X as target shortcut through desktop , Does anyone a workaround or a way to deal with it ? Thx in advance.

posted about 7 years ago
#379 mastercomfig - fps/customization config in Customization

HellO,
greatly appreciated and thankful for your thorough previous response,

I am still in debt with certain cvars values, in this case "mat_forcehardwaresync" which IIRC defaults at value "1".

I have seen the following scenarios (which may be not accurate per se):

-Value 0 does cause in some hw certain amount of input lag , specially in mice devices ,similar to vsync(commented below) or closely related , however I see a reversed situation there http://www.rage3d.com/Board/archive/index.php?t-33807316.html they affirm a value of 1 ,forcing vsync ,so does still confuse in layman terms.
-Its used only along mat_vsync 1 and mat_queue 2 (multicore),otherwise it can be the cause of screen tearing problems.
-Does sync hw when treading .
-In certain situations can cause graphical glitches or crashes,memory read exceptions , you can find documentation in steampowered dot com ,that in case of trouble they recommend setting this to '0' within the launch options of the specified game . -->https://support.steampowered.com/kb_article.php?ref=1274-uohk-5653 but doesnt give any in depth detail of it.

**I dont see actually anywhere in your cfg this cvar set on or off .

Would appreciate much ,If you could clear the confusion and doubt by explaining and detailing in which situations this can work best or how this is hw-dependant and so where to be cautious when setting up it.

Regards

posted about 7 years ago
#367 mastercomfig - fps/customization config in Customization

Hi,

Could you give details about what does mat_alphacoverage 0/1 cvar .

Default value is actually set to "1".

-I saw rhapsody cfg included and he set it up & commented it as :

"mat_alphacoverage 0 // Reduces shader complexity for some transparent materials."

*Assuming there is a fps increase with this.

-In the other side I Saw a guy who benchmarked it with it on/off and confirmed it actually decreased framerate a bit.
**Maybe cause his AA setting,that I mention later in this post.

So here my confusion , I tried myself to switch this cvar but cant see clearly the difference (at least not visually) and my testing fps benchs are not really trustable of info.

-I saw that an early version of your cfg contained this cvar to 0 , indicated for "potato" pcs but in later version this was removed.

Googling it , I found its related to Antialiasing , for ex. https://doc.qt.io/qt-5/qml-qt3d-render-alphacoverage.html ,
which says "AlphaCoverage does nothing if multisampling is disabled. Alpha-to-coverage is most useful when order independent blending is required, for example when rendering leaves, grass and other rich vegetation."

But since I cannot interpret the SRC , I landed on here , to clear my doubts

Hopefully you have an answer ,to whether to is related to AA or not and when to toggle it on or leave it .

posted about 7 years ago