priestmuffinYou mention on your github page that your config is based on the TF2 source code somehow.
How is this possible if TF2 is closed source?
If the source code is floating around somewhere I'd love to take a look at it
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VulcanI took off your config and went back to comanglias and now my tf2 is taking a really long time to load, should i just -autoconfig?
Reset your TF2: https://github.com/mastercoms/tf2cfg/#clean-up
Also sorry to see you go. Anything I can do better?
SiiLVERIf you could someday make a list/preset cfg where makes the game have the least CPU usage as possible
for strong GPU weak CPU systems
that would be great
That's pretty much the config (excluding the igpu addon) unless you're talking about very weak CPUs, which the stripped addon already provides some CVars you can try.
how can everything made in this look so cool and perfect
thank you for this link
5.1.2 released with updated launch options, character and igpu optimizations and a crash fix.
Also just for funsies or if anyone was curious, here's my custom.cfg.
MalkrazI'm getting no noticeable performance improvements while constantly feeling as if I'm playing at 100+ ping on servers I normally get 30 ping on.
The ping feeling is intended. It's just so we can check if the net system is the thing affecting performance. If we found that it was, we would then adjust the default comfig net settings, not use the stripped settings. Remove the stripped quality net settings and try using the masperformance + stripped sound settings to see if the sound system is the bottleneck.
osvaldoHeyy, Just wanted to know if those :had known side effects such as longer loading times or even errors due to mismatching files being kept for too long.lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it cl_always_flush_models 0 // Keep models loaded in between map loads //cl_always_flush_models 1 // Remove models from memory every map load mat_levelflush 0 // Do not clear temp mem at the beginning of a level load //mat_levelflush 1 // Clear temporary memory
lzma_persistent_buffer 1 only affects the compression system not being initialized every time
cl_always_flush_models 0 doesn't prevent model unloads, it just doesn't aggressively unload models, which is only useful if you are on a low memory system
mat_levelflush 0 skips resetting material system temporary memory on level loads
These settings would reduce load tjmes, not increase them. And I'm pretty sure they wouldn't cause errors.
MalkrazmastercomsJust to be clear, are you having these problems when there are more players, or just certain areas, even when empty?It's definitely when there are other players within the same section of the map as me, though the amount varies.
I think I mentioned that earlier but probably wasn't clear enough.
It might be the networking system. Try copying the network settings from the stripped addon and see if it affects your FPS. If so, then we will know that the net code is bottlenecking the performance.
MalkrazSeems to have made a minor improvement but I'm still dipping pretty hard in the problem areas. It's more like 95-110 now instead of 80-90 down from 280+ on spawn.
Just to be clear, are you having these problems when there are more players, or just certain areas, even when empty?
maxc232i tried it was a bit less fps
What version did you try and with what preset
Malkrazcomp preset and -high have made no noticeable performance improvement in regular play with the former making the game look quite a bit worse.
Try -nouserclip
MalkrazDoes anybody happen to know how much VRAM TF2 tends to use? I've been thinking about my problem while my power's been out and remembered why the 970 got such a bad rap for its weird memory allocation.
Are there any console/launch commands to limit VRAM use?
mat_picmip 2 lowers texture quality
-limitvsconst limits shaders
though, as shown in the video, TF2 doesn't use a lot
Sorry for the plug, but maybe try out my config? http://www.teamfortress.tv/42867/mastercomfig-fps-customization-config
hooliFor cleanup you can include the following as launch options instead of needing to input them in console separately: +host_writeconfig +mat_savechanges
Good idea. I could also add +quit in there too, right?
Vulcanyeah the first issue was fixed after restarting my game, and I think disabled vote notifications should be off by default since most people don't have it on.
Alright.
5.1.1 released with HUD usability improvements and documentation improvements.