TF2 Tweaks, Configs, Etc.

Re: TF2 Tweaks, Configs, Etc.

Postby Feyd Rautha » Sat Jan 19, 2008 8:50 am

Exonerate wrote:Create an autoexec.cfg in your /cfg/ folder. I believe config.cfg is overwritten everytime you quit the game.

I found some additional settings that have drastically improved my FPS (From 30s to 90s)

Code: Select all
r_threaded_renderables "1" // default 0
mat_queue_mode "2" // default -1
r_threaded_particles "1" // default 1
r_threaded_client_shadow_manager "1" // default 0
cl_threaded_bone_setup "1" // default 0
cl_threaded_client_leaf_system "1" // default 0

mat_queue_mode "2" in particular gives huge performance gains, as long as you're using an Intel C2D. Some people have also reported instabilities with it. To get these to work, stick them in autoexec.cfg. Some people have also suggested using the -heapsize launch option.



These did help, however, when things get 'real busy' there's obvious mutex contention with these settings causing some jittery play. I'm gong to have to try turning some of these off to see if I can get rid of that jitter when there's lots of action.
Feyd
(!wired)?(coffee++):(wired);
xbox360,PS3,skype: othermark
http://twitter.com/atkin901
User avatar
Feyd Rautha
Best. Mic. Evar.
Best. Mic. Evar.
 
Posts: 1241
Joined: Sun Mar 07, 2004 8:55 am
Location: Everett, WA

Re: TF2 Tweaks, Configs, Etc.

Postby Niteowl » Sat Jan 19, 2008 9:05 am

/me whirs in glee
God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players, to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.
Terry Pratchett
User avatar
Niteowl
Mad Professor Hootarius the Stealer of Space Cookies
Mad Professor Hootarius the Stealer of Space Cookies
 
Posts: 8701
Joined: Wed Feb 05, 2003 8:13 am
Location: Vancouver, BC, Canada

Re: TF2 Tweaks, Configs, Etc.

Postby Ni » Sun Jan 20, 2008 7:21 am

Btw...as time goes on, I keep updating the first post in this tread with better links, etc.
Nothing makes a woman angrier than a sleeping man. --Anon
User avatar
Ni
He Who Demands Shrubberies Uncouthly
He Who Demands Shrubberies Uncouthly
 
Posts: 1290
Joined: Sat Jul 17, 2004 11:03 am
Location: Idaho

Re: TF2 Tweaks, Configs, Etc.

Postby Ni » Fri Jan 25, 2008 5:58 pm

BTW(again)...if you have a crappy, low end system, it really is worth tweaking the config. Doing so, I was able to move from 25fps to 50+fps on most maps (gravel_pit seems to hate me still).
Nothing makes a woman angrier than a sleeping man. --Anon
User avatar
Ni
He Who Demands Shrubberies Uncouthly
He Who Demands Shrubberies Uncouthly
 
Posts: 1290
Joined: Sat Jul 17, 2004 11:03 am
Location: Idaho

Re: TF2 Tweaks, Configs, Etc.

Postby Ni » Wed Jan 30, 2008 7:26 pm

OK...I spent quite a bit of time hacking together a few really good configs to create one with lots of comments (so you can see what does what). Note, I've only begun to try things to see if they help me...so many of the lines are commented out ("//" at the beginning so they are ignored) Here it is:
Code: Select all
//--Netcode Settings--
//fps_ax 101 //Frame rate limiter

fps_max 76    // Should be set to 1 over monitor refesh rate. (76 for LCD, 101 for CRT), Setting to 0 sets no max limit

//cl_cmdbackup 2      //how many times you should send each package to the server.  default = 2, range 1-3, higher setting uses more of your available bandwidth

cl_updaterate 25          //Number of packets per second of updates you are requesting from the server, Valve says it should be 1/2 your fps if your connection will handle it, default is 20, range is 10-100.

cl_cmdrate 55              //Max number of command packets sent to server per second (Valve says it should be yourfps+5), default is 30, range is 10-100

rate 15000                 //Max bytes/sec the host can receive data, default 20000, range 1000-20000, Valve says ideal is 12000-15000, Valve also says changing it in config.cfg doesn't do anything (Steam sets rate itself)

//cl_rate 15000                   //server to client side data transfer throttle, default 9999, range 1000-20000, Valve says it should be same as rate, another source says 5000-7000 ISDN, 6000-10000 cable/DSL, 7000-20000 T1

cl_interp 0.017          // 0.01 Is what most people use.
cl_interp_ratio 2     
//cl_interpolate "1"    //Interpolate entities on the client.
cl_lagcompensation 1      // When set to 1 for both client and server, the server takes your ping into account when it decides if you hit the target.
cl_lagcomp_errorcheck 1   // Allows for error detecting in lagcompensation
cl_smooth 1              // Should be set to 1. Enables smoothing after some errors caused by poor connection
cl_smoothtime 0.01  // Amount of seconds that errors must occur before cl_smooth activates (setting to 0 will cause jerking of player models, but they will be correct (position))

//--Rendering controlling rates--
//ex_extramax 1.2  //range 0.0-1.5, default 1.2, smooth out player movements
//ex_interp 0.05  //range 0.0-1.0, default 0.1, interpolate frames

//cl_predictweapons "1"   // If you use this value, weapon sound and animations will happen in sync with the +attack command
//cl_Pred_optimize   "2"   // Kept at 2 since cl_predict can no longer be changed
//net_maxfragments   "1280"   // Should be  Kept at the default of 1280 unless experiencing much choke or packet loss
//cl_resend      "6"   // Leave alone unless you have a very good connection

//--Client vars--
//cl_bobcycle 0
//cl_bobup 0
//cl_detaildist 0
//cl_detailfade 0
cl_drawmonitors 0        // Disables the rendering of ingame "monitors" which contain 3d rendered images.
cl_ejectbrass 0            // Disables brass ejection
cl_forcepreload 1            // Forces the game to load all texture and model information into memory on map load.
//cl_muzzleflash_dlight_1st 0
//cl_phys_props_enable 1        // Enables clientside physics props (must be set before loading a level).
//cl_phys_props_max "50"        // Maximum amount of physics props allowed.
//cl_pred_optimize 2    //Optimize for not copying data if didn't receive a network update (1), an also for not repredicting if there were no errors (2)
//cl_predict 1         //Perform client side prediction.
//cl_ragdoll_physics_enable 0    // Disables ragdoll (leave enabled if you get player models not clearing after death)
//cl_ragdoll_fade_time 0             // Time until ragdoll disappears
//g_ragdoll_fadespeed 0       // How fast ragdolls "fade" from view
//cl_ragdoll_collide 0     // When set to anything but 0, dead ragdolls do not collide, causing a performance decrease
//cl_ragdoll_forcefade 0
//g_ragdoll_important_maxcount 0    // Keep at the same as g_ragdoll_maxcount
//g_ragdoll_lvfadespeed 0      // Keep at the same value of g_ragdoll_fadespeed
//g_ragdoll_maxcount 0      // How many ragdolls are allowed to be shown
//r_maxmodeldecal    "0"      // Maximum amount of model decals
//cl_restrict_server_commands "0"    // Compatible/needed with serverplugins
//cl_smooth 0 //Smooth view/eye origin after prediction errors
//cl_smoothtime 0 //Smooth client's view after prediction error over this many seconds
//decalfrequency 10
//filesystem_buffer_size 0 //Size of per file buffers. 0 for none

//--Render vars--
//blink_duration 0 //How many seconds an eye blink will last.
r_3dsky "0"            // Disables the rendering of 3d sky boxes.  Great FPS change for some.
//r_decal_cullsize "9999"        // Any decals under this size are not rendered.
r_decals 100      // Amount of decals that stay on objects at a time (such as bullet holes). Defualt 2048
//r_drawbatchdecals "1"        // Enables the rendering of decals in batch.
//r_drawdetailprops "1"        // Enables the rendering of detail props.
//r_drawflecks "0"            // Disables the sparks and dirt from bullet impacts.
//r_drawmodeldecals "0"        // Models decals (i.e. blood).
//lod_enable 1   // Set to 1 for optimal performance or 0 for better image quality at further distances
r_lod 2      // Lowest model quality setting allowed for CAL   (Allowed values are -1, 0, 1, 2)
//r_modellodscale 1.0   // The transitioning power of LOD.  Lowest CAL legal setting is 1.
lod_transitiondist 100   // Distance at which the level of detail is reduced on objects
//r_occlusion "0"            // Enables the Model Occlusion system.
//r_propsmaxdist "100"        // Max distance at which props are rendered.
//r_renderoverlayfragment "1"
r_rootlod   2   // Lowest root model quality setting allowed for CAL (Allowed values are -1, 0, 1, 2)
//r_shadowmaxrendered "32"        // Max shadows the game will render.
//r_shadowrendertotexture "1"        // Rendered the shadow texture causing it to match the player model.
//r_shadows "1"            // Enables shadows (Change be disabled for additional performance.)
r_spray_lifetime 1 //Number of rounds player sprays are visible


//--Settings for Multi-Core CPU Systems--
//r_threaded_renderables "1" // default 0
//r_threaded_particles "1" // default 1
//r_threaded_client_shadow_manager "1" // default 0
//cl_threaded_bone_setup "1" // default 0
//cl_threaded_client_leaf_system "1" // default 0

//--Materials vars--
//mat_antialias "0"            // Disables the use of multisampling to smooth out edges.
//mat_bloomscale 0
//mat_bufferprimitives 0   // Buffers primitive objects
//mat_bumpmap "0"            // Disables bump mapping.
//mat_clipz "0"            // Disables optimized Z-Buffer rendering.
//mat_colcorrection_disableentities 0 //Disable map color-correction entities
//mat_colorcorrection 0
//mat_compressedtextures "1"    // Disables texture compression. Users with low amounts of system memory should turn this on.
//mat_disable_fancy_blending 1
//mat_disable_lightwarp 1
//mat_forceaniso 0
//mat_mipmaptextures "1"        // Enables the use of mipmapping to make textures look smooth.
//mat_motion_blur_enabled 0
mat_picmip 2            // Lowest texture quality setting allowed for CAL (Allowed values are -1, 0, 1, 2).   Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes. 
//mat_reducefillrate "1"        // Reduces the fillrate when the game is run in DXLevel 8.
//mat_trilinear "0"            // Disables the use of Trilinear mipmapping.
//mat_vsync 0           //Force sync tovertical retrace
//mat_wateroverlaysize "8"        // Sets the resolution of water distortion.  Must be multiple of 8.
//r_rootlod 2

//--Light--
mat_monitorgamma "1.6"        // For LCDs.  Lower the number the brighter the screen. Only works in fullscreen.
r_dynamic      "0"   // Disables dynamic ligting which can raise FPS substantially
r_lightaverage      "0"   // disables average lighting
r_maxdlights      "0"   // Determines the amount of dynamic lights the player will see at any given time
r_worldlightmin      "0"   // Determines the minimum amount of world lights
r_worldlights      "1"   // Must be set to 1 for CAL
mat_disable_bloom 1        // Disables HDR bloom effects.
mat_bloomscale      "0"   // Set to 0 since bloom is disabled
mat_hdr_enabled      "0"   // Disables HDR
mat_hdr_level "0"            // Double Disables HDR.
mat_fastspecular   "0"   // Disables specularity without reloading resources
mat_specular      "0"   // Disables specularity on objects but changing the value in game will reload resources
mat_filterlightmaps       "1"   // Filters Lights for gained performance

//--Other--
cl_downloadfilter "nosounds" // don't download custom sounds from the server
//hud_centerid "1"            // Centers player IDs
//mp_decals 200
//muzzleflash_light 0
//net_compresspackets 1 //Use lz compression on game packets.
//net_scale 5
//gl_clear "1"

//--Map Props--
//props_break_max_pieces_perframe "0"   // Maximum amount of broken props rendered per frames
//props_break_max_pieces    "0"   // Maximum amount of props broken
cl_phys_props_max    "50"   // Maximum amount of map props (such as cans and papers) created. 50 is lowest CAL setting

//--Water--
r_cheapwaterstart    "1"   // Starts low quality water
r_cheapwaterend    "1"   // Ends low quality water
r_waterforceexpensive    "0"   // Disables high quality water
r_waterdrawreflection    "0"   // Disable reflection
mat_wateroverlaysize    "16"   // Lowers overall water quality
cl_show_splashes    "0"   // Disables splashes

//--Model Specifics--
//r_eyes          "0"   // Disables eyes
//r_eyeglintlodpixels    "0"   // Eyeball lod
//r_eyemove      "0"   // Disables eye movement
//r_teeth       "0"   // Disables teeth
//r_flex          "0"   // A worthless model detail

//--Sound--
//dsp_slow_cpu       "1"    // Lowers overall dsp effects which yields a performance increase on slower cpu's
//dsp_enhance_stereo    "1"    // Keep at 1 unless you dont care about hearing your surroundings as well
//snd_async_fullyasync    "1"    // Setting to 1 allows for a small chance of sound going out of sync at times, but it does increase performance.
//snd_mixahead       "0.1"   // Set to 0.1 to gain performance or higher to reduce stuttering and help sync sound.       
//volume          ".6"    // Sets the in game volume
//voice_enable       "1"   // Enables in game voice
//snd_flushasync         // Flushes sll unlocked .wav data
//snd_async_fullyasync    "0"   // Sound does not play until data arrives
//snd_digital_surround   "0"   // Enables surround sound if set to 1
//snd_noextraupdate   "1"   // Disables unnecessary updating of sound files

//Violence
violence_ablood    "0"   // Disables blood decals, 1 enables
violence_agibs    "0"   // Disables gib models, 1 enables
violence_hblood    "0"   // More visible blood, 1 enables
violence_hgibs    "0"   // More visible gibs, 1 enables

//--Ropes--
//rope_smooth_minalpha    "0"   // Disables rope antialiasing
//rope_smooth_maxalphawidth "0"   // Set to 0 because of rope_smooth_minalpha
//rope_smooth_maxalpha    "0"   // Also set to 0 because of rope_smooth_minalpha
//rope_smooth_enlarge    "0"   // Disables antialiasing for enlarging ropes
//rope_shake       "0"   // Disables rope shaking
//rope_collide       "0"   // Like cl_ragdoll_collide, this disables ropes colliding which can yield an increase in performance
//r_ropetranslucent    "0"   // Makes ropes visible instead of translucent
//rope_averagelight    "0"   // Uses average cubemap lighting instead of max intensity
//rope_smooth       "0"   // Disables Antialiasing on ropes as well   
//rope_wind_dist       "0.01"   // Disables Cpu rendering wind on ropes past this distance
//rope_smooth_minwidth    "0"   // Set to 0 since there is no rope smoothing
Nothing makes a woman angrier than a sleeping man. --Anon
User avatar
Ni
He Who Demands Shrubberies Uncouthly
He Who Demands Shrubberies Uncouthly
 
Posts: 1290
Joined: Sat Jul 17, 2004 11:03 am
Location: Idaho

Re: TF2 Tweaks, Configs, Etc.

Postby Ni » Tue May 27, 2008 4:53 pm

Niteowl wrote:You can change it in game.

Open up the console, type
Code: Select all
setinfo name "NewNamehere"
hit enter
Nothing makes a woman angrier than a sleeping man. --Anon
User avatar
Ni
He Who Demands Shrubberies Uncouthly
He Who Demands Shrubberies Uncouthly
 
Posts: 1290
Joined: Sat Jul 17, 2004 11:03 am
Location: Idaho

Re: TF2 Tweaks, Configs, Etc.

Postby Ni » Tue Jul 01, 2008 5:56 am

New wireless router nuked my rates (gotta love choke)...so I spent some time recently relearning about choke. Here is what I relearned are the MOST important ways of addressing CHOKE:

1. Choke is one of the line items in net_graph 3.

2. Double check in the Steam settings themselves to make sure that your "Internet Connection" speed is correct. That is apparently VERY important (if you have it set wrong, you will have serious choke issues).

3. Choke is always out of whack at the beginning and end of a round...ignore it.

4. What matters is what choke is during the middle of a game. Less than 2 is acceptable, zero is preferred.

5. Choke is also influenced by number of players, explosions, etc. Thus, if you usually play on a full server, monkey with the settings when connected to a full server (not when connected to a small game).

6. cl_cmdrate //Max number of command packets sent to server per second (Valve says it should be yourfps+5), default is 30, range is 10-100. Setting it higher than the server's tick rate (which is 66 for SK (I believe)), is pointless (SK will cap you at 66).

7. cl_updaterate //Number of packets per second of updates you are requesting from the server, Valve says it should be 1/2 your fps if your connection will handle it, default is 20, range is 10-100.

8. rate //Max bytes/sec the host can receive data, default 20000, range 1000-20000, Valve says ideal is 12000-15000 (why is "ideal" not "default"???). Less if you are on dial up, more if you have a T1 connection (etc.).

My process. Set cl_cmdrate and cl_updaterate to their defaults. Then start bumping cl_cmdrate up until you see choke. Once you hit the sweet spot, bump it back down a slight bit (so you can tweak cl_updaterate). Then do the same with cl_updaterate (bump up slightly until you see choke). That should give you decent rate settings. Remember that you'll need to update your autoexec.cfg to make the changes permanent (so take notes as to what your best rate settings are).

Update: Valve has a page with tips: https://support.steampowered.com/kb_article.php?ref=4166-TYSC-9690 that includes a nifty config file for testing out different rate settings:
Code: Select all
// qUiCkSiLvEr client-side rate control
echo "rate settings on F2 and keywords: dslow,vslow,slow,norm,fast,vfast,lfast and rates"
unbind "F2"
//
alias "dslow" "rate 2500;cl_updaterate 10;cl_cmdrate 10;ex_interp 0.100; bind F2 vslow;echo dead slow speed"
alias "vslow" "rate 3500;cl_updaterate 13;cl_cmdrate 13;ex_interp 0.077; bind F2 slow;echo very slow speed"
alias "slow" "rate 5000;cl_updaterate 15;cl_cmdrate 15;ex_interp 0.067; bind F2 norm;echo slow speed"
alias "norm" "rate 7500;cl_updaterate 20;cl_cmdrate 30;ex_interp 0.050; bind F2 fast;echo normal speed"
alias "fast" "rate 9999;cl_updaterate 30;cl_cmdrate 40;ex_interp 0.033; bind F2 vfast;echo fast speed"
alias "vfast" "rate 20000;cl_updaterate 60;cl_cmdrate 60;ex_interp 0.017; bind F2 lfast;echo blazing speed!"
alias "lfast" "rate 20000;cl_updaterate 100;cl_cmdrate 100;ex_interp 0.010;bind F2 dslow;echo LAN blazing speed!"
//
bind "F2" "slow"
alias "rates" "rate;cl_updaterate;cl_cmdrate;ex_interp"
Nothing makes a woman angrier than a sleeping man. --Anon
User avatar
Ni
He Who Demands Shrubberies Uncouthly
He Who Demands Shrubberies Uncouthly
 
Posts: 1290
Joined: Sat Jul 17, 2004 11:03 am
Location: Idaho

Re: TF2 Tweaks, Configs, Etc.

Postby Ni » Wed Jul 02, 2008 6:06 pm

If TF2 takes forever to load, one question to ask is whether or not you have defragged? Not your hard drive (files), but the TF@ cache files (the data within them).

If you have the beta Steam client, a defragger is built into it. Right click on TF2 in Steam, go to "Properties," then select "Local Files," then "Defragment cache files." Mine was 20% fragmented. Info on the beta: http://forums.steampowered.com/forums/showthread.php?t=651329

If you don't join the beta, the other internal defrag option is using GCFScape (http://developer.valvesoftware.com/wiki/GCFScape.

Either way...the defrag process takes a long time.

[UPDATE: The Steam client moved out of beta July 16, 2008...thus ignore the "beta" language above...it is in everyone's Steam now.]
Nothing makes a woman angrier than a sleeping man. --Anon
User avatar
Ni
He Who Demands Shrubberies Uncouthly
He Who Demands Shrubberies Uncouthly
 
Posts: 1290
Joined: Sat Jul 17, 2004 11:03 am
Location: Idaho

Re: TF2 Tweaks, Configs, Etc.

Postby Feyd Rautha » Sat Nov 15, 2008 8:02 pm

Borderless Windowed Mode!!!

Noted that when I downloaded the L4D demo that there's a borderless window option in the video options. That of course means the base hl2.exe engine has this in it. To use it, do the following:

1. Launch Steam/TF2
2. options->video, set windowed
3. set resolution to the same as your desktop resolution
4. Quit TF2
5. Go to Steam's My Games Panel
6. Right click on TF2 (or any hl2.exe based game you've set the res to your desktop in).
7. Click the 'set launch options'
8. Type the following options in '-novid -console -windowed -noborder'
9. OK/Close
10. Launch and enjoy!
Feyd
(!wired)?(coffee++):(wired);
xbox360,PS3,skype: othermark
http://twitter.com/atkin901
User avatar
Feyd Rautha
Best. Mic. Evar.
Best. Mic. Evar.
 
Posts: 1241
Joined: Sun Mar 07, 2004 8:55 am
Location: Everett, WA

Re: TF2 Tweaks, Configs, Etc.

Postby Ni » Mon Dec 08, 2008 9:00 am

(Note: although SK is gone, you could repurpose this info for other servers)

How to make a desktop shortcut for connecting to the [OldF] Still Kicking server:

Create new text file. Name it sk.cfg. Put this command in the config file:
Code: Select all
connect sk.oldf.net
Save the sk.cfg file in your TF2 configs folder (<Steam Folder>\SteamApps\<account_name>\team fortress 2\tf\cfg\).

Right click on TF2 in Steam, select "create desktop shortcut."

Right click on shortcut, select "properties."

Change "target" to read:
Code: Select all
"C:\Program Files\Valve\Steam\steam.exe" -applaunch 440 +exec sk.cfg
Click OK to save shortcut. Enjoy...
Nothing makes a woman angrier than a sleeping man. --Anon
User avatar
Ni
He Who Demands Shrubberies Uncouthly
He Who Demands Shrubberies Uncouthly
 
Posts: 1290
Joined: Sat Jul 17, 2004 11:03 am
Location: Idaho

Previous

Return to Marx's Class Warfare (TF2 Forum)

Who is online

Users browsing this forum: No registered users and 3 guests

cron