getting some pretty white textures when light is on it, any tips on reducing it? Really only affects reckoner and process. (DX8.1 and -15 LOD nvidia inspec)
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SteamID64 | 76561197987691103 |
SteamID3 | [U:1:27425375] |
SteamID32 | STEAM_0:1:13712687 |
Country | Sweden |
Signed Up | May 23, 2014 |
Last Posted | April 30, 2020 at 3:35 PM |
Posts | 85 (0 per day) |
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ALL tests had nvidia spec LOD bias -15, res 1920x917:
-autoconfig
2639 frames 31.737 seconds 83.15 fps (12.03 ms/f) 4.841 fps variability
2639 frames 32.084 seconds 82.25 fps (12.16 ms/f) 4.743 fps variability
2639 frames 31.674 seconds 83.32 fps (12.00 ms/f) 4.621 fps variability
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// -dxlevel 90
2639 frames 34.027 seconds 77.56 fps (12.89 ms/f) 4.448 fps variability
2639 frames 34.059 seconds 77.48 fps (12.91 ms/f) 4.473 fps variability
2639 frames 34.837 seconds 75.75 fps (13.20 ms/f) 4.494 fps variability
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// -dxlevel 91
2639 frames 34.326 seconds 76.88 fps (13.01 ms/f) 4.944 fps variability
2639 frames 34.171 seconds 77.23 fps (12.95 ms/f) 4.252 fps variability
2639 frames 33.880 seconds 77.89 fps (12.84 ms/f) 4.278 fps variability
------------------------------------------------------------------------
// -dxlevel 95
2639 frames 34.246 seconds 77.06 fps (12.98 ms/f) 4.401 fps variability
2639 frames 34.509 seconds 76.47 fps (13.08 ms/f) 4.390 fps variability
2639 frames 34.296 seconds 76.95 fps (13.00 ms/f) 4.187 fps variability
Comanglia's Config (shadows disabled)
2639 frames 19.153 seconds 137.79 fps ( 7.26 ms/f) 9.363 fps variability
2639 frames 18.940 seconds 139.33 fps ( 7.18 ms/f) 9.374 fps variability
2639 frames 18.929 seconds 139.42 fps ( 7.17 ms/f) 8.991 fps variability
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// -dxlevel 90
2639 frames 21.391 seconds 123.37 fps ( 8.11 ms/f) 8.010 fps variability
2639 frames 21.710 seconds 121.56 fps ( 8.23 ms/f) 8.183 fps variability
2639 frames 21.328 seconds 123.73 fps ( 8.08 ms/f) 7.726 fps variability
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// -dxlevel 91
2639 frames 21.584 seconds 122.27 fps ( 8.18 ms/f) 8.123 fps variability
2639 frames 21.469 seconds 122.92 fps ( 8.14 ms/f) 7.834 fps variability
2639 frames 21.862 seconds 120.71 fps ( 8.28 ms/f) 7.855 fps variability
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// -dxlevel 95
2639 frames 21.863 seconds 120.71 fps ( 8.28 ms/f) 8.437 fps variability
2639 frames 21.627 seconds 122.02 fps ( 8.20 ms/f) 7.884 fps variability
2639 frames 22.002 seconds 119.94 fps ( 8.34 ms/f) 8.258 fps variability
felik's Config //before running I set the entire options/advanced to the lowest possible as it increased FPS
2639 frames 21.027 seconds 125.51 fps ( 7.97 ms/f) 8.094 fps variability
2639 frames 21.097 seconds 125.09 fps ( 7.99 ms/f) 7.853 fps variability
2639 frames 21.017 seconds 125.57 fps ( 7.96 ms/f) 8.086 fps variability
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// -dxlevel 90
// options default (setting them all to lowest resulted in even weaker performance for whatever reason)
2639 frames 24.847 seconds 106.21 fps ( 9.42 ms/f) 8.483 fps variability
2639 frames 24.218 seconds 108.97 fps ( 9.18 ms/f) 6.895 fps variability
2639 frames 24.271 seconds 108.73 fps ( 9.20 ms/f) 6.709 fps variability
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// -dxlevel 91
2639 frames 23.073 seconds 114.38 fps ( 8.74 ms/f) 7.338 fps variability
2639 frames 22.810 seconds 115.70 fps ( 8.64 ms/f) 7.210 fps variability
2639 frames 22.982 seconds 114.83 fps ( 8.71 ms/f) 7.026 fps variability
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// -dxlevel 95
2639 frames 24.079 seconds 109.60 fps ( 9.12 ms/f) 7.435 fps variability
2639 frames 24.015 seconds 109.89 fps ( 9.10 ms/f) 7.165 fps variability
2639 frames 23.974 seconds 110.08 fps ( 9.08 ms/f) 6.820 fps variability
Using this setup: i5 760, GTX 470, here's my conclusion:
Comanglia's certainly give better performance, however I've noticed particularly on DX8.1 that there's discernible 'stutter' (the FPS is fine but it essentially feels less smooth); setting it to DX9.x always gets rid of this. The 'stutter' is most noticeable when launching local servers, or having a stream running in the background.
Using feliks or valve's default, there always seems to be smoothness regardless of DX level. Keep in mind that the lack of smoothness I've experienced on Comanglia's AND chris's have not bothered me and I've actually not thought about it at all until switching to DX9. Still, the lack of FPS using default settings have always kept me from using anything but the two mentioned configs.
I'll be switching to feliks using DX8.1, despite the 10~% FPS loss over Comanglia's because it feels like it's running smoother.
well, I started a lobby today on stadium with 4 other players. Took 90~ mins before it started despite going through my friendlist and posting on discord. i don't think anyone wants to be part of that experience. as of right now you can't really blame people for not going there, def needs to plan an event to get large groups of people over there. hopefully stadium will take off soon
oh, so they're literally stacked on each other; would be more detailed for comparing each if it wasn't like that
it looks like a standard line graph at first glance, i think the fact that there are lines in this causes confusion. Most cumulative charts I've seen are simply a solid color covering a specific portion of the graph.
thought I'd compile the important bits for anyone who wants to watch without having to go through the broadcast: https://www.youtube.com/watch?v=hOYxbdJKnX4
yttriumreally? Because I literally 100% can't aim with them on and I know I'm not the only one
Well it's a preference, if you're not used to having them on you'll have issues until you get used to it. For example, jukebox was telling me he had the scattergun off for a long time, presumably because he felt that he aimed better. But then he switched back as he said he felt that was better for him at that point in time. And I've personally been doing the same thing on every single class over the years, going back and forth as to what I've felt was best for me at that very moment in time. I don't believe that simply having all off is better, it's simply a preference as to how I feel will benefit me the best at any given point.
I'd like to add that I'm sure there are people out there that wouldn't be able to aim if they turned the viewmodels off :))
I don't quite agree with the notion that it gives you a huge advantage; it's still more obvious what weapon you're using with viewmodels on.
If you were to brush out some broad statistics as to how much better a player is with/without viewmodels it would be so insignificantly small that on a practical level there'd be no difference. You could sit here all day arguing about how some item or class in the game gives an advantage that is so enormously larger in contrast that this discussion being held becomes so insignificant to the point where it's ridiculous to even have it.
Is there going to be a player you'll miss hiding under you minmodels in competitive because of it? It's banal to even impose the idea that there's an advantage to be gained, I'd argue that a custom HUD is more beneficial. Focus on what actually matters in game balance: items, classes, maps etc. This is again, on a practical level, purely a preference and I believe changing your FOV above 90 is similar since that itself compresses the middle which makes it harder to see with the upside of a very small additive viewing spectrum on the sides.
yttriumBurningSmileIt looks like valve is working on patching this :(Quoting myself from discord:
https://www.twitch.tv/slin/v/79504797
Around the 42 min markwell, I mean... it isn't blocked yet...
I would be thoroughly disappointed if they blocked it because it solves so many problems we've had with r_drawviewmodel and crosshair switcher scripts for years now
not to mention how much effort I poured into it
frankly they should just unrestrict r_drawviewmodel.
I was never sure of the specifics but I assumed this worked on all sv_pure servers, but it was just 1 that they updated to allow? How would that prevent them from simply banning this on 2?
Valve's team should really take a look at how the Reflex developers work and the amazing customization they allow there.
I really appreciate you trying to fix TF2, yttrium. It's very unfortunate when valve and the people directly communicating with them is going out their way to officially fuck us over.
Here's the youtube link instead btw: https://youtu.be/I9nRPFRD1QY?t=1366
TobSame thing is happening to me
I haven't done a lot of testing but I think loading a listenserver when you start TF2 should make it work
I think all the times it didn't work after starting TF2 was when I didn't warm up offline first
Not 100% on this yet though. I can test it later
Yup, same for me, starting a listen server first then joining anything later will always work. Pretty sure this is related to sv_pure since I think badwater.pub uses "2" if I remember.
Try this:
badwater.pub/europe - 212.47.245.244
TatoI run into some problems, see, I downloaded the installer, installed the viewmodels and everything work perfectly. (Mind you I'm on Windows 10). The next day I boot up tf2 and the viewmodels are back to normal for some reason. I tried reinstalling it again and the next day they broke again. Is it just me? Is there a way to fix it?
Please help, I really like this mod.
edit: After restarting tf2 4 times, it works. huh.
Maybe you're having the same issue as me. Are you getting a bunch of model errors in console when it doesn't work? Try connecting to servers with sv_pure 1 and then try sv_pure 2. It's important that every single time you connect to a server you restart the game.
Kavthere may be some other settings that impact this. I just tested the same things as in the video and didn't experience a delay when switching from stickies to pipes.
i got the same results for switching to and swinging a melee weapon (as well as a clear increase in overall arm time when mashing right click while switching to melee), but unlike the video, I had no excess delay when switching to pipes while detonating stickies.
It waits a certain amount of time if you switch to pipes right before the sticky (0.8sec) is suppose to be ready. However if you switch the precise frame after shooting a sticky you can actually avoid having any delay. It's a bit wonky as it seems that it's almost the opposite when switching to your melee, the faster you do so after firing the longer the delay seems to be.
Also keep in mind that if you put a sticky down on the ground and wait an undefined amount of time, the delay does not seem to kick in. Thus this only applies in crucial moments when you need fast execution.