Which commands are giving you a higher fps compared to mastercoms? I'm not really seeing much difference between the two
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SteamID64 | 76561198024277457 |
SteamID3 | [U:1:64011729] |
SteamID32 | STEAM_0:1:32005864 |
Country | Sudan |
Signed Up | December 19, 2015 |
Last Posted | December 12, 2022 at 11:06 PM |
Posts | 56 (0 per day) |
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With those performance optimizations you mentioned that dx9 has over dx8 - would any of those affect rocket jumping in any way?
Because I have tested your config on both DX8 and DX9, and dx9 feels a lot smoother and easier to jump with. It could be placebo, but I tried the same jump map on both dx levels, and I had an easier time completing the map on dx9. I do prefer the looks of dx8 though.
This command isn't in your config, but can you please explain what this does:
cl_pred_optimize
The default value is 2, but felix set it to 1 on his config, claiming better hit reg.
Also will you be documenting every cvar in the game, even if they are not used in your config?
Thanks and great work on the comfig!
mastercomszfnCan you please explain for us non tech savvy how the prerelease improves particle performance?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?.
Also for those of us who prefer dx8, are there any changes which we should be making?
Mainly the particle effects like the rocket trails, pyro flames, sniper scope and other annoyances.
Can 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?
JackStanleyThe config was updated literally 6 hours ago and these options were added, check the git
Oh sorry, you're right. I was using an older version and didn't realised these were added.
mastercomszfnI'm curious how you "find" launch options. Were these just added recently, or have they been there since release but no one has stumbled upon them yet? Is there a full list of launch options somewhere?
Also for the other launch options you list such as -nojoy, -useforcedmparms, -noforcemaccel and -noforcemspd, why did Chris tell us they don't work here?
They've been there since release. I just looked through the source code to find them.
I don't know why Chris claimed this because I can verify even without source code that nojoy does affect the game's behavior. TF2 outputs "Did not detect any valid joysticks" to stdout when nojoy is not present. Not sure about the mouse acceleration commands since I haven't used Windows in years. But from my memory, I remember them affecting mouse acceleration.
I see, thank you.
Testing it out, I'm very happy with this config. My game runs silky smooth now, whereas when I used comanglias my game was very choppy. And I like how almost every command is documented, so I know what exactly I'm turning on or off.
Can I make a small request? Can you add all these experimental launch options into a document as you find them so I don't have to scroll through this thread later on trying to find them again?
Great stuff keep it up!
mastercomsI've found some launch options that you peeps might want to test:
-nosrgb : disables SRGB (limits variety of colors) results in flatter/smoother colors, and brighter lighting
-nouserclip : disables user clip planes and enables fast clipping (I experienced a fps boost with this)
-nops2b : uses pixel shaders 2.0 instead of 2.0b, reduces fps impact of some shaders
-softparticlesdefaultoff : disable depth blending for particles and sprites
I'm curious how you "find" launch options. Were these just added recently, or have they been there since release but no one has stumbled upon them yet? Is there a full list of launch options somewhere?
Also for the other launch options you list such as -nojoy, -useforcedmparms, -noforcemaccel and -noforcemspd, why did Chris tell us they don't work here?
JarateKingYou can edit the pcf's in a way that both works in sv_pure with preloading and does actually disable the particle system itself, but it doesn't work for most pcf files, which is kinda dumb.
Can you elaborate on this part please? How would one go about doing that, and which pcf files would it work with?
ComangliaPersonally i hated the circle effect 0 creates around the player, that any beyond the blurryness of the toaster config the 2nd most common reason people added me to fix stuff with the toaster config was about the circle effect 0 creates around the player.
mat_mipmaptextures 0 also gets rid of the circle, but after a while I barely notice it there.
mat_shadowstate is also gone.
Thank you for updating!
Just skimmed through config, couple questions/comments:
"mat_colcorrection_disableentities 0" - shouldn't be 1? You already disabled color-correction, but enabling entities?
"mat_picmip -1" - Last update "Eliminated occasional hitching caused by using mat_picmip 2 (or selecting low quality textures in Video Options -> Advanced)". No reason for -1 anymore, unless you like look.
"mat_trilinear 1" - Mouse movement feels smoother on 0 for me. Can confirm?
"net_queue_trace 0" - Does nothing but everyone has in config :/
AnAkkkThat cvar actually does nothing to optimize netcode, it prints debug information about the queued packet system (which is why it says “trace”) in the console, and that only happens when the value is set to “581304”, any other value will be considered as disabled.
TLDR: net_queue_trace 1 does nothing
cl_forcepreload / mat_disable_d3d9ex - Gone from last update. Probably this: "Fixed two most common forms of framerate stuttering / hitching when using popular FPS configs"
mat_shadowstate - Gone as well.
cl_detaildist 0 / cl_detailfade 0 - These 2 cvars does nothing in autoexec. They turn default values of 1200 / 400 when changing maps. Put them in class configs instead so they exec after map change.
also why so many cheat commands? Does nothing.