It is a routing issue with Steam Datagram, if you're trying on Valve servers. But for a community server, idk. But a lot of people have been having problems lately, I believe.
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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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Raw Input | 1 |
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yahoois there a way to start tf2 with realtime priority instead of high?
also why dont u have any dxlevel in ur launch options
Realtime is not recommended, as TF2 will be the same priority as OS level tasks.
There is no dxlevel because the default dxlevel determined by the Source Engine for your hardware is usually the best one. However, I am investigating the impact of each dxlevel to see what options the config should control.
Please keep in mind that TF2 already had this functionality, they are now just using a shared implementation across all their games, instead of one put into the main game code. So far, TF2 and Dota 2 have moved to this shared code, while CSGO has yet to do it for theirs, but that will presumably come with the promised Source 2 port.
As for what this indicates for TF2, it could go either way: updating the game code is confusing if they were going to move to Source 2, as it is seemingly pointless extra work but at the same time, it makes the Steam Datagram portable and engine non-specific and allows them to test the external code beforehand.
As for the Pyro Update in general, this update has nothing specifically related to it.
HoppsDoes r_occlusion 0 affect fps if I have a strong enough GPU? e.g. GTX 960
It depends on your CPU and GPU. If you have a relatively weaker CPU and a stronger GPU, you'll likely get more FPS with it off, but it is just best to test it.
stephyou can put -dxlevel <anything> and itll show up
https://i.imgur.com/UKqSgli.png
this is -dxlevel 690
Can you set mat_dxlevel 690 in console or does it go back down?
I meant that mat_dxlevel 100 has some code for it, but I needed to investigate if that code is used.
stephalso, what does dsp_facingaway do?
Applies a DSP effect to sounds you are facing away from. 30 is the facing away effect that should be used for dsp_facingaway.
As requested, 4.1.8 comes with a compquality.cfg, as well as a few updates here and there.
also side note: I noticed that mat_dxlevel 100 is a valid dxlevel. Not sure if it does anything yet.
Included_MiddleThis is the config I think most people want, preferably with enough detailing so that we can look through it and disable anything we don't deem worth the fps loss.
Alright sounds good. And I will definitely be adding detail, that's probably the whole point of my config.
Included_MiddleOn a side note do you know of any commands which make it harder to find cloaked spies, a while back I changed my config and I think spies blink differently which makes them harder to see.
I think mat_phong, mat_bumpmap will affect it, as well as the -nops2b launch option.
Included_MiddleThanks for the config I've taken a lot from it and added it to my autoexec :)
I'm really glad to hear you like it! <3
DarkNecridThe reason that I was curious is mostly because from my understanding the game already utilizes a mix of TCP & UDP as connecting to the server and all in-game Steam connections (item server, game coordinator, etc) are already pulled over TCP. It's great that it doesn't replace UDP for game networking, but I guess my question is what this command line actually uses TCP for when it allows it to be used?
To be honest, I don't know the exact answer to that question. All I know is that systems will explicitly request a TCP stream socket and if one is successfully created, it will use it. Therefore, my logical conclusion is that this launch option allows systems that prefer TCP over UDP to use TCP, and it seems to be disabled by default due to the extra memory usage it requires.
DarkNecridThis is more of a technical question, but I noticed you use -usetcp as a command line parameter. This is a command line parameter that to the best of my knowledge has approx. 0 explanation or documentation behind it anywhere on the internet. I looked really, really hard.
One would assume this forces TF2 to use TCP over UDP for networking traffic 100% of the time (which would be...really bad), but you say it optimizes networking traffic to use TCP in situations where it would be more ideal?
But TF2/Steam already seems pretty well optimized in this respect, using a combination of TCP & UDP very well.
I was wondering if you could explain where and how this parameter uses TCP over UDP? Thanks. :)
-usetcp simply allows TCP to be used. Game networking will still use UDP. You can confirm this by setting net_showudp 1.
Hi, thought I might share my list of all TF2 launch options: https://gist.github.com/mastercoms/12c51b171e2d3589eedc6bc9905e8f5e
I was hesitant to share this as it might cause a new wave of snake oil and harmful tweaks, but I figured it could help some people. So PLEASE do not just assume what something does and roll with it. It could do nothing or harm your game in some way! (or else I will find you and tell you mean words.)
Thanks to aveyo from the Dota 2 config community for the help.
Thoughts on expanding the comp.cfg preset into two presets: compperformance.cfg and compquality.cfg?
compperformance.cfg would be basically the same as it is now, reduces quality except where it would extensively decrease advantage/playability
compquality.cfg would enable any effects that would give you an advantage, even if they decreased FPS. For example, muzzle flashes, shadows and enhanced sound spatialization/effects.
Try adding
-primarysound -snoforceformat
to launch options.
AdjeI had the same problem with Feliks' config when connecting to Skial servers. The culprit turned out to be net_queued_packet_thread 581304, setting it back to the default (1) allowed me to join Skial again.
I investigated the CVar further, and have concluded that the network benefits are nonexistent. I've now set it to 1. Thank you for pointing me to this.
net_queued_packet_thread is ideal to be at 0, however there is a bug/oddity with Windows where packets need to be queued or else they are ignored sometimes.
It does increase CPU load and affects performance. Vantavimeow has a 6700K so the performance impact is negligible there.