6.5.1 released with bug fixes and documentation updates.
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SteamID64 | 76561198046110893 |
SteamID3 | [U:1:85845165] |
SteamID32 | STEAM_0:1:42922582 |
Country | United States |
Signed Up | August 8, 2017 |
Last Posted | April 16, 2025 at 4:42 PM |
Posts | 1554 (0.6 per day) |
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6.5.0 released with a new modules system, tons of quality enhancements, performance improvements, bug fixes and documentation updates.
LeonhardBrolerI installed the config using the zip file, that might be a bad thing x)
you are so bad >:(
LeonhardBrolerHi, I might just be missing out on something that could be written in the files, but since 6.5.0-b7 I now have gibs appearing upon death by explosion where they would previously be disabled, and I'm pretty sure I didn't have bullet trails on scattergun whereas I can see those now. Do I just have to set some var to a different value ? I'm using maxperformance on b7 right now
Thanks
That shouldn't be the case, how did you install the config and have you tried the latest version (b9)?
TwiiKuuAs much as there's truth to what you said (and considering it's a serious answer to a low quality post), I sure hope your AAA developers mostly use standard C++ features and minimize/abstract OS specific code.
Plus, it also does seem a lot more reachable now that they've announced mobile releases on systems that only support OpenGL/Vulkan, as far as I'm aware.
I don't think calling this challenging is reasonable.
Calling it not worth it ? I can absolutely agree.
Clang is incredibly picky on a lot of things. Also just because OS specific features are abstracted doesn't reduce work, you still need to implement code for each platform. And just because mobile uses those rendering interfaces, the renderers are still going to be handled slightly differently for each platform, plus there's different drivers. It does seem more reachable with it being ported to mobile, but it is definitely still challenging. The biggest thing being the middleware.
hpqoeui dont really care for fortnite on linux but im pretty sure the code is perfectly compatible with clang considering the ps4 toolchain is llvm and clang
Ah, thanks for the heads up. I wasn't very familiar with the PS4 platform. Is it the same version as the Linux toolchain?
catman1900Fortnite worked on Linux fantastically through wine until they implemented battle eye, which actually has a Linux version.
So it's been shown that the game will run on the platform but the devs are to lazy to make it happen.
I don't see how something working in Wine has anything to do with actually porting the game.
Just because it uses UE4 doesn't mean it can be easily ported. There is middleware that needs to be ported and C++ code that needs to be cleaned up because Clang much more picky than MSVC or maybe even rewritten because of OS specific code. The devs will also have to make sure that the rendering APIs used on Linux are on par with the renderers used on Windows and that there are no bugs or shaders that won't work well on OpenGL/Vulkan.
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"
6.5.0-b9 https://github.com/mastercoms/mastercomfig/releases/tag/6.5.0-b9
I've started to document the sound effect cvars a bit better and it will improve in future betas as I do more testing on DSP effects. Hopefully this will lead to not only compatibility with surround sound systems like the ones you've been describing, but also greater overall quality of sounds and DSP effects.
If you'd like to know more about where the DSP values come from before I document them fully, you can check out the dsp_presets.txt file.
I'm not sure why disabling DSP is necessary for surround sound. Shouldn't it be enough to only disable the spatial DSP effects with a delay?
dsp_enhance_stereo 0
dsp_spatial 0
dsp_facingaway 30 (or 0)
And I guess spatializing every frame would be helpful too:
snd_spatialize_roundrobin 0
stabbyIt would be cool if you integrated ytrium's viewmodels mod (which involves preloading and is probably what he's talking about).
I'm not entirely sure what I'm supposed to do on my side. Shouldn't yttrium's viewmodels work if you properly install them?
Hogosakimastercomm which one of your comfigs do you recommend for my pc?
comp or maxperformance
you can also try setting -dxlevel 81, remember to remove it after the first launch
nutshinyis preloading enabled or disabled?
That term could mean a lot of things. Could you specify what you mean?
6.5.0-b8 https://github.com/mastercoms/mastercomfig/releases/tag/6.5.0-b8
pancake_stacksI just saw in the sound section you have some customized values for DSP and it was most likely configured and setup on stereo. I think when you switch to 5.1/7.1, the game makes some changes to the DSP values to account for a surround sound system, opposed to stereo. There are also some commands like snd_legacy_surround.
I don't think any values need to be changed for surround sound.
HogosakiI changed it so now it is -dxlevel 95 -fullscreen -w 1920 -h 1080 -console -novid
Make sure you remove -dxlevel after the first launch. Also I would recommend removing the fullscreen and w, h launch options when you remove dxlevel.
HogosakiI used the max preformance and the badcpu
badcpu is only for two thread CPUs. You have a quad core. Don't use badcpu.
What are your launch options?
What mastercomfig preset did you use? Also what are your launch options?