mastercoms
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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 September 14, 2024 at 1:13 AM
Posts 1545 (0.6 per day)
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#402 mastercomfig - fps/customization config in Customization
fyggHey, idk if this has been asked before but is there any version of this config that has gibs and ragdolls disabled? I was trying to edit it to have them disabled earlier and it wasn't working at all.

The default config (comfig.cfg) should disable ragdolls. You can disable gibs with the comp, compquality or maxperformance presets.

wolsneI apologize if this has been asked already, but what setting in this config messes with certain mumble overlays? I know you can fix it with -nod3d9ex launch option but this makes alt tabbing in and out of game slower

What version of the config are you using? 4.3.0 should fix this.

posted about 7 years ago
#400 mastercomfig - fps/customization config in Customization
Buttnosei didn't have -NoQueuedPacketThread enabled in my launch options and haven't noticed the hitching/stuttering since enabling it, although the problem occurred quite randomly to begin with. could ya link relevant documentation about the windows network stuff + net_queued_packet_thread for other tech savvy chaps to look over?

So do you mean you don't get stuttering and hitching with net_queued_packet_thread 0 and -NoQueuedPacketThread?

Buttnosecould ya link relevant documentation about the windows network stuff + net_queued_packet_thread for other tech savvy chaps to look over?

https://docs.microsoft.com/en-us/cpp/mfc/windows-sockets-in-mfc,
https://social.technet.microsoft.com/Forums/windows/en-US/ead342a2-3fbd-48c7-80f8-85b34054e64b/windows-7-suddenly-limits-outgoing-udp-packets?forum=w7itpronetworking, and comments in the Source Engine's net_ws.cpp.

Buttnosethanks for putting so much work into this config, it's good to know someone is actively testing stuff out and explaining things for the rest of us plebs.

thanks sooo much!!! the kind words really mean a lot! <3

VantavimeowNo iteration of network settings have had a negative effect for me thus far

Strange, do you have the -NoQueuedPacketThread launch option and net_queued_packet_thread 0 ConVar set?

Vantavimeow however, I do disable smoothing as I only get prediction errors during specific collisions. It might be placebo but sometimes I feel like shots register sooner. I do notice warping but only from people who are blatantly playing on default settings (20 tick).

I would be interested to see odd interp settings scrutinised based on the premise of other people's update rates however.

cl_smooth does not affect other players, it only affects your own eye location. Interp and update rate won't affect other users, cmd rate will, but only slightly. Ping is the thing that matters the most.

TholeI really like dx8 because of the shorter rocket trails. i cant see shit after firing a rocket in dx9.

Hm yeah, the particles are a lot simpler in dx8. Not sure if those particle files are sv_pured or not, so maybe you could move them over to dx9.

Tholei wish so badly that dx8 gave better performance. also, i kind of feel like dxlevel 100 is giving me shitty performance compared to 91?

Well 91 doesn't exist, 91 will just go to 90. The available settings are 90, 95, 98 and 100. 98 is only allowed on Xbox 360 and I don't think 100 does anything but I haven't investigated it enough.

posted about 7 years ago
#395 mastercomfig - fps/customization config in Customization
Buttnosewhat's the default value for net_queued_packt_thread? i'm experiencing a similar problem, dunno if it's that setting or another, but i've only begun having that problem since installing this config.

The default value is 1.

Values:

0 - Send packets and split packets immediately
1 - Send packets and the first split packet in a sequence immediately, but queue the rest of the split packets on a separate thread and send them after a delay in between each split packet
581304 - Queue all packets on a separate thread and send them after a delay in between each packet

I tested 0 on Windows and didn't encounter these issues, but if other people experience it, then I'll set it to the default of 1. By the way, what CPU are you using?

Also, stabby, are you using the -NoQueuedPacketThread launch option with net_queued_packet_thread 1?

EDIT: After looking at the documentation about how the Windows network system works, and then crying, I've decided that net_queued_packet_thread 1 is unfortunately necessary for Windows, except in some rare cases.

posted about 7 years ago
#393 mastercomfig - fps/customization config in Customization
stabbyI seem to experience strange hitches with "net_queued_packet_thread 0"--what are the supposed benefits?

net_queued_packet_thread 0 shouldn't be causing hitches unless your CPU or CPU scheduler is being dumb. Without the queued packet thread, split packets are sent without a delay.

posted about 7 years ago
#391 mastercomfig - fps/customization config in Customization
zfnCan you please explain for us non tech savvy how the prerelease improves particle performance?

Also for those of us who prefer dx8, are there any changes which we should be making?

It is a few hidden ConVars that are being set for dxlevel 90 and 95, using the dxsupport_override.cfg file. These changes aren't relevant for dx8. What exactly do you prefer with dx8?

-Phantom-One last thing, would you recommend the comp config for toasters? I think somewhere it mentioned this config being for average PCs and using this config on my toaster gave me less fps than comanglia's, though I'm only going off feeling; no official benchmarking.

The max performance preset is good for toasters. You'll also probably want to use the iGPU preset.

posted about 7 years ago
#388 mastercomfig - fps/customization config in Customization
GrinReaperAny way to improve felik's config ?

No

GrinReaperAlso, once I installed your config, I've been getting some terrible fog everywhere.

Preset? Launch options?

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

You can fix the sound problem with the -primarysound -snoforceformat launch options. Using only -primarysound will cause it to always play the sound.

posted about 7 years ago
#17 Something strange in the SteamVR Home update... in TF2 General Discussion
Scrambledname a valve game other than tf2 that has boxing gloves

So because they used the KGB means they had to port all those assets? The gloves don't distinctly look like TF2's style so it would be fine to use some other assets. And, it's not like SteamVR Home has a history of extensively borrowing assets like this minigame. Most of the other content is original for SteamVR Home.

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

4.3.0 alpha 1

Has a few cool optimization updates, but the big thing is the dxlevel override. This will make installing my config in the custom folder mandatory if you want these DirectX optimizations that improve particle performance, with more to come in future releases, which will include shader optimizations and improvements to the texture preload list.

I would love for people to test and see if this prerelease makes a noticeable difference for them, thanks!

posted about 7 years ago
#14 Something strange in the SteamVR Home update... in TF2 General Discussion
HellbentA port to source2 would probably ruin jumping wouldnt it

i for one want to continue tapping c

How would it ruin jumping? Source 2 is just another update to Source, and the update to physics from Havok to Rubikon would affect VPhysics, not the QPhysics used for player movement.

posted about 7 years ago
#10 Something strange in the SteamVR Home update... in TF2 General Discussion
Vulcanyou're setting yourself up for a bigger let down

Why would I be let down? If there isn't a Source 2 port, I won't be disappointed. I'm just thinking about things that could be possible.

posted about 7 years ago
#6 Something strange in the SteamVR Home update... in TF2 General Discussion
tscI'm pretty sure one of the big things Valve aimed for with Source 2 was being able to easily convert assets from Source, so it's probably not a sign of anything that TF2 assets are being found there.

Yes, I don't disagree with you there, but I doubt that the SteamVR Home team just randomly decided to use TF2 assets.

posted about 7 years ago
#3 Something strange in the SteamVR Home update... in TF2 General Discussion
MouldOptimistic as fuck there tbh

shhh i need this pls

posted about 7 years ago
#1 Something strange in the SteamVR Home update... in TF2 General Discussion

SteamVR Home September Update

There is a boxing ring added in this update, which uses TF2 assets.

Since SteamVR Home uses the Source 2 engine, these assets must have been ported over to Source 2 before they could have been used.

So... that means there are TF2 assets that have been ported to Source 2.

This could mean two things:

  1. They just did this solely for a minor boxing minigame within their VR app.
  2. TF2 is being ported to Source 2 and the SteamVR Home team decided to make a boxing minigame by borrowing some of the assets.

In addition to the Pyro Update being the biggest update to TF2 ever in terms of content, I guess a Source 2 port would also explain the wait.

posted about 7 years ago
#380 mastercomfig - fps/customization config in Customization
amazoc"mat_forcehardwaresync" which IIRC defaults at value "1"

On PCs, the ConVar default is 1, however, the value for PCs is defined by the dxsupport configuration, so depending on your dxlevel and hardware, the value may be 0 or 1 by default.

amazoc-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.

No, it is not VSync. Hardware sync waits per frame for the GPU to execute the commands in the command buffer and then stops waiting if the execution takes too long. Sure, it is some extra work and waiting, but it prevents the hardware from drifting behind too many frames from what the engine has requested. Most of the performance impact of hardware syncing depends on how poorly the driver behaves, not the extra work done from hardware syncing alone. And as you can imagine, this is partially accounted for in the dxsupport configuration per device.

amazoc-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 .

VSync isn't related to it, so mat_vsync doesn't affect HW sync. The material system queue modes 0 and 1 directly call it at the beginning of the frame, while mode 2 calls it in a queued call (for threading reasons).

amazoc-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.

This depends on your drivers and hardware, and only happens in specific rendering situations. These errors happen when the frame sync query object is lost and the driver isn't able to recover properly. (again mostly accounted for in the dxsupport configuration per device).

amazoc**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.

I hope my explanations above were sufficient enough to come to the conclusion that configs and users probably have no business setting this convar themselves. It is best to trust what Source thinks is best for your hardware and only if you find it problematic, you should you change the value.

Good question, by the way.

posted about 7 years ago
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