Firei dont see any reason to buy phones that cost this much, i dont use it for anything that would require this much performance.
idk what people use their phones for that theyd need it, maybe someone can tell me.
checking tftv
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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 |
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Firei dont see any reason to buy phones that cost this much, i dont use it for anything that would require this much performance.
idk what people use their phones for that theyd need it, maybe someone can tell me.
checking tftv
amazocnvm and sorry for the mistaken question.
No problem and no need to feel bad about it. I appreciate your curiosity.
amazocThere 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?
amazocIs not reasonable to lower these ? Actually they arent present in your "comfig"
No, because all 3 are useless and just used for debugging/testing. Rhapsody's comments are completely wrong.
amazocmat_envmapsize
Used for the envmap command to get a sample cubemap screenshot, except the value is ignored and set to 512.
amazocmat_envmaptgasize
Image size of the cubemap snapshot taken using the envmap command.
amazocmat_wateroverlaysize
Size of the debugging texture for water, when using the debugging CVars mat_showwatertextures or mat_showcamerarendertarget.
driftanot sure about texture but you can get high quality weapon models with r_lod 0 and r_rootlod 0
just r_rootlod 0. r_lod should be -1. but lod also control the quality of other models like characters, rocks, buildings, etc
as for OP, there isn't a way to do that without modding probably
Included_MiddleBrimstoneWhat are the shadow settings necessary to see shadows through certain walls?
cl_blobbyshadows 0
and then obvious ones like r_shadows 1 and r_shadowmaxrendered not 0 etc.
edit: obviously fair warning cl_blobbyshadows 0 will let shadows bleed through walls but it also reduces fps fairly heavily.
Also, you should use r_shadowrendertotexture 1
maniacalHey mastercoms, I just wanted to thank you for keeping my frames over 150 when l didn't have a GPU. Comanglia's config worked well, but not as well as your config. Keep doing what you're doing :D
thanks!!! <3
HoppsIf using an HDD, is it a bad thing to use async?
I remembered seeing options for either SSD or HDD
No, it isn't. The only thing that would be specific to SSDs and HDDs is snd_async_minsize but you should only use higher sizes if you are getting problems like audio stuttering.
amazocNice , 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 or 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.
It checks for an NVidia GPU before using mat_aaquality, so it shouldn't affect image quality on other GPU makers.
amazocI 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 ?
It should help. 1 checks if you have threads available in the thread pool or something like that, while 2 ignores that availability and forces a threaded frame order. 1 is the best/safest value, imo.
sageWhat do you think is the best way to tell if i should be using mat_queue_mode 2 or -1 ?
Just run the timedemo at the settings you would play the game at.
sageat first glance it looks like sourcebench.csv has loads of stuff, but the extra info is just dxlevel, launch options and telling if a few settings are on or offwidth,height,windowed,vsync,MSAA,Aniso,dxlevel,cmdline,driver name,vendor id,device id,Reduce fillrate,reflect entities,motion blur,flashlight shadows,mat_reduceparticles,r_dopixelvisibility,nulldevice,timedemo_comment,
Hm, that's unfortunate, I thought it had a chart of frame times, or at least it used to.
sagetesting mat_queue_mode 2 against -1 in a 4 thread CPU, the difference is negligible
intel i5-2520M, integrated graphics, 640x480 fullscreen (low res to make it more CPU-dependant)
mat_queue_mode has to do with the graphics card as much as it as to do with the CPU, don't use a low resolution for it.
sageis there any way of making "timedemo" show the min FPS too?
No, but there might be some more data in tf/sourcebench.csv
Hoppsr_dopixelvisibility 1 // Do not do CPU intensive pixelvis
//r_dopixelvisibility 1 // Do partial visibility testing for glows, halos and pretty lights
I'm confused, so 1 does both?
Oh, I forgot to update the comments and values for that. Thanks for the catch.
EDIT: 4.4.6 released with this fix and others, as well as some file cleanup.
amazocSaw 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.
It isn't used if mat_software_aa_strength and mat_software_aa_strength_vgui are set to 0, so it isn't very useful to be changed in the base config. It is, however, adjusted in the maxquality preset.
amazocAlso ,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 differenent whatsoever.Just to be sure.
thx.
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.
bLathe killcam didn't activate the animation fix.
It isn't supposed to activate any animations, only to force cycles in the animation controller. Sort of magic.
Anyway, I have updated the code in the OP to add the default event contents as well as to adjust the time delay to try to make the bug less common.
bLathis doesn't work in m0rehud
As in it doesn't decrease the occurrence of the bug or that it breaks m0rehud?
If you launch with only -default in the launch options, does this problem still happen?
It seems like this just makes the bug less likely and does not make it go away completely. I'm testing some stuff to fix those remaining edge cases that still cause the bug to come up.