mastercoms
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SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
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Signed Up August 8, 2017
Last Posted September 14, 2024 at 1:13 AM
Posts 1545 (0.6 per day)
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#116 mastercomfig - fps/customization config in Customization

Yeah, it was frustrating, but I'm glad it was sorted out. Sorry about that whole social drama thing in #111, I was just kind of frustrated from our conversation.

Anyway, the thing I was asking was the StackOverflow post's claim about fast clears, saying that glClear actually saves write and read time, on any GPU, not just Maxwell and Pascal.

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

Oh ok, sorry. I see. You're right then. I'd like to thank you for walking me through it. I was missing the deferred vs immediate mode bit and why it would matter.

Could you explain this too? https://stackoverflow.com/questions/37335281/is-glcleargl-color-buffer-bit-preferred-before-a-whole-frame-buffer-overwritte/37336947#37336947

MouldConfig mains smh

Excuse you, I have a Hale's Own Text Editor and I'm proud!

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

Setsul, this isn't going to be worth my time if you aren't willing to understand what I say, nor if you are going to discuss these things in a non-pretentious manner. But, that's not what I meant. Here's the source I meant: http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-TileBasedArchitectures.pdf (23.3 on page 5 or 326 and 23.4 on the next page)

Menachemi keep going back over this thread in a struggle to understand why this turned so hostile

this is the drama tf2 really needs

I've tried to remain as friendly as possible but Setsul's behavior and discussion habits makes it quite hard.

JackStanleyThis guy did the great job, give it a shot!

Thanks! I'm not a guy though :(

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

I've been saying the same thing over and over, just in different ways so you could understand.

Drivers skip reading all buffers if you use glClear. And it might take a bit to find the link, I'm trying to figure what keywords to use. It might also be on ASM or IEEE so I'll have to look there too if I don't find it from googling it.

posted about 7 years ago
#2 Looking for a crosshair vtf in Customization

I believe it is in materials\sprites\crosshairs.vtf in the textures vpk.

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

Stencil and depth buffer don't need to be dealt with for the driver to understand that it can skip reading buffer.
It is faster and does this only on tiled renderers because the write is faster on GPUs with tiled rendering.

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

I'm trying to find the link, but you are obviously misunderstanding what I'm saying.

Let me give you a simple example before I find the link. Let's say you are rendering a simple UI. That UI has a few buttons, and something just triggered a hover effect on one of the buttons. So you would update that part of the UI. The GPU has to read the previous buffer to draw the rest of the UI that you didn't update.

But lets say your draw is covering every pixel. The GPU doesn't know that this draw will cover every pixel, so it will still read the previous buffer, assuming that you won't update every pixel and expect what you drew last to stay there. If you call glClear, the GPU knows that it won't have to read the previous buffer because you've cleared the color buffer. This writing to the color buffer will be faster than the read.

posted about 7 years ago
#99 mastercomfig - fps/customization config in Customization
Tholewait so this config has better graphics, but similar fps to comanglias? would it run even faster if you gave it the shittiest graphics possible on top of all the cvars? i won't be home to my computer for a long time, otherwise i would have tried that myself right away, but i am really interested in this config from what I've seen in the thread.

It has a maxframes addon which gives similar poor visual quality like Comanglia's and better FPS. Though I think it looks better than Comanglia's even with the maxframes addon.

Setsul-snip-

Sorry, but what you just refuted was not at all what I said. You're skipping crucial information, one of the most important is that the driver will preemptively load the previous buffer because it doesn't know if your next draw is going to cover every pixel. I never said the driver knows where things will be rendered, I am saying because it doesn't know, it does this. Also, you seem to be confused where the clear takes place. You're clearing for the next frame, to prevent the driver from reading the buffer from the previous one. The write that clearing does is faster than reading the previous frame on the modern hardware.

posted about 7 years ago
#96 mastercomfig - fps/customization config in Customization
SetsulIt must still initialize the buffer with that colour or the colour won't show up if it's not overdrawn.

Initialize a buffer? You can only clear present buffers. I think you're misunderstanding what buffer clearing does.

SetsulThere are commands to invalidate the framebuffer, glclear is not one of them.

AFAIK, there is no Source cvar that makes it invalidate the buffer per frame (with some instruction like glInvalidateFramebuffer, don't know what the DirectX equivalent is).

SetsulA GPU will never know how the scene looks before rendering it.

Never said that. What I was saying is that GPU drivers will expect certain things with the information they have. And what you said is exactly why tiled renderers have to do this. The GPU won't know if you're going to be drawing on every pixel, nor what tiles you're going to cover. Now, I'm not a graphics driver programmer, so I'm not sure exactly about the inner workings of how/why they expect a certain different behavior on tiled rendering, but I know for a fact that the driver does act this way, and that's all I need to know for this config.

Pertits like clockwork (heh).. every few months someone comes out with a new config of their own and every single time it ends up being worse than Comanglia's..

How is it worse than Comanglia's? It gets better FPS as shown in the maxframes benchmarks.

posted about 7 years ago
#93 mastercomfig - fps/customization config in Customization
ZeRo5btw why is tf_time_loading_item_panels set to 0 it doesn't save that much fps as far as I know and it makes switching weapons nearly impossible

It is set to 0 for maximum frames, though I agree it makes things inconvenient. I'll try a lower value than in the main config, but something that will still allow for loading item panels. I've just found it decreases FPS when you're spectating someone.

EDIT: updated maxframes config with 0.00007, but didn't have time to test it.

posted about 7 years ago
#91 mastercomfig - fps/customization config in Customization
SetsulIt doesn't have to be system specific.

Sure, but it will more optimal if it was system specific. However, I like your idea of using a default value for min heap size of 196, since that's still larger but not too large.

SetsulNo, it won't fade any faster. With -5000 it fades, still being rendered until 5000 except with alpha involved, with 0 it'll be fully opaque and just disappear at 5000.

Sorry if my wording was confusing. I meant I wanted it to fade since it will be basically invisible at like 4000 or something, which reduces clutter. With 5000 to 5000, it will still be opaque at 4000, and disappear at 5000.

SetsulYou didn't explain why otherwise the colour buffer would be read and why it would not be read when set to a solid colour.

The driver will see if you call a clear on the color buffer for that frame, and if so, then it won't read what you last drew to the buffer again.

SetsulYou didn't explain how writing to the colour buffer instead of reading from it would speed things up.

On modern hardware, clearing the color buffer is faster than the read. Sure, it would be most ideal to tell the driver to just invalidate the last buffer, but as far as I can tell, the Source Engine wasn't written for that.

SetsulYou didn't explain why that would happen on TBIMR like Maxwell/Pascal but not on standard IMR.

Because in order to stitch tiles together efficiently, the GPU has to have a different understanding of the final scene for the next frame. It doesn't know if the draw this upcoming frame will draw on every pixel, so it preemptively reads from the last buffer.

posted about 7 years ago
#89 mastercomfig - fps/customization config in Customization
SetsulYou can edit posts, no need to doublepost after 3 minutes.

I've tried to get into the habit of doing that. Sorry.

SetsulThat's terrible with <=512MB RAM.

I agree that heapsize settings will be system specific so there won't really be a good default value. I'll comment the memory settings out and include better instructions on how to adjust the settings according to your available RAM.

SetsulIt disabled things that shouldn't be disabled normally. That's why they can't be disabled via other methods.

The things it disables helps performance without affecting visuals too much. No one has reported the graphical issues you've claimed it causes, nor have I personally experienced them.

SetsulYou've had a year to document it. Why did you choose to randomly release it now if you weren't even close to being done?

I used to have a hesitation to release it, but after several people asked me to post it to tftv, I did. Before, my logic was that I only wanted to release it when it was reasonably perfect, but now I've come to the conclusion that more publicity will get me better feedback, which will help me improve my config faster.

Setsul0 -> max and min the same avoids all alpha shenanigans. Rendering everything that you will have to render anyway fully opaque makes things easier.

Sure, it is easier on rendering but I decided the rather insignificant extra rendering work that it has to do is worth it for reduced clutter by fading out to unnoticeable opacities faster. Perhaps for the max frames config, I'll set lod_TransitionDist to a value that avoids fading altogether.

Setsulgl_clear clears to the same colour every frame, randomcolor randomizes. You haven't explained explained why it would help at all and you haven't tested it at all. This isn't even an educated guess.

I have explained it though. Non cleared buffers will be read by the driver per frame. gl_clear uses the standard clear method in the Source engine. If clearing is broken in Source, that's another problem that needs separate investigation.

SetsulMaybe I'll list the rest of what's wrong in a few days.

Thanks, I appreciate your help in improving this config.

ZeRo5rename the config file to gfx and make an autoexec cfg with just "exec cfg" inside

Do you mean exec gfx? I'll do that, but I have to make sure people don't forget to delete the autoexec.cfg in the mastercoms folder if they have their own autoexec.

posted about 7 years ago
#85 mastercomfig - fps/customization config in Customization
ZeRo5btw why are silly gibs enabled in the max frames version?

A mistake. Fixed.

posted about 7 years ago
#84 mastercomfig - fps/customization config in Customization
SetsulSo on one hand you left in settings for a better single player experience, on the other hand you left in a setting that completely breaks single player. That seems a bit inconsistent, doesn't it?

Nope, because people can change values. Though, I could do a better job of helping people find that host_thread_mode needs to be set to 0.

SetsulStuff about mem_max_heapsize_dedicated

I know what bitshifting is. My point with my previous response was to tell you that it is indeed used by the TF2 client, contrary to what you had said. Anyway, you're right about the code logic. I just didn't pay much attention to it because it was such a fringe case anyway (512MB of system RAM). Sorry.

SetsulStuff about mem_min_heapsize

I wanted to ensure heapsize started bigger because audio cache takes up a quarter of memory. When using the async sound system, I needed to ensure that the heapsize was big enough to keep enough of the sound cache to prevent stuttering in most cases.

SetsulWhy do you think building_cubemaps 1 is the only way to disable these things? building_cubemaps 1 can break things horribly, e.g. epilepsy inducing flickering because the low pass filter is turned off.

I don't. But it disables some things that can't be disabled normally. I haven't seen that problem.

SetsulSo you document bloom settings and set them to something reasonable but you don't document the ragdoll settings and set them to completely random values that will result in garbage tier ragdolls with forcefade 0? Again, this seems rather inconsistent.

I agree that the documentation needs to be better. But the documentation is a work in progress. I agree for consistency that the values should be different.

SetsulAgain, you want high model detail, but you want other things to disappear completely? Inconsistent.
Also it won't work. I don't know how you do this, but you always ignore very relevant lines that come immediately after things that you appear to have read.

Because model detail is much more noticeable than some map objects that fade out of view sooner. You need to look at how that function is used. flMinDist is not going to be negative, because as I explained before, flMinDist will be 5000 + -5000, and flMaxDist will be 5000.

SetsulI haven't looked this up but since before DirectX existed user accessible glclear vars have been used to set the colour buffer to a solid bright colour, to find holes in the map. Now how does having to write the whole colour buffer before rendering help?

It clears the color buffer. I think you're thinking of gl_clear_randomcolor, which clears the buffer to a random color. Admittedly, I don't have a GPU that supports tiled rendering (stuck with a GTX660 for now :( ) so I can't test the effects of gl_clear. I should label it as an experimental CVar, then.

posted about 7 years ago
#77 mastercomfig - fps/customization config in Customization
thesqrtminus1i saw the title and was excited for this but after reading this thread i dont want to fuck up my tf2 for like a 3 frame decrease in performance

I've made a new preset for the config for max frames, while all benchmarks so far use my default config which does not squeeze out every last frame.

Please check back soon for benchmarks for my max frames preset!

posted about 7 years ago
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