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loopcycle
04-15-2005, 01:54 PM
anyone want to share their config tweaks that actually work (to raise fps)?

i got a great list and tons of info but most of my tweaks dont work (r_3dsky, drawrain, etc) and yes, my config file is read-only. i read somewheres that valve consders the 3dsky tweak a "cheat" so it cant be tweaked anymore.

im playing on 4-year old technology (with a radeon9800pro) and have some real problems on chateau and tides. in certain parts of the map, or in heavy firefights, i drop to sub-15fps. i should mention that when the WIH server is almost full, performance is far worse. if its half-full my performance dramatically improves.

any help is appreciated.

The Needle
04-15-2005, 02:46 PM
Here is a helpful list of things you can try:

Netcode Settings:
These settings are for those people that are having issues with such things as "shots not registering", "bad net-code", "lagging hitboxes", "jerky play" and other similar complaints.
(comments are included for most settings)


Setting Comment
cl_interp 0
cl_interpolate 0 Use in combination with cl_interp 0 -- See * note below
cl_lagcomp_errorcheck 1 Checks for player position errors
cl_cmdrate 100 I've always used 100, some use 101, shouldn't make a difference
cl_updaterate 100 Same as above
cl_rate 20000
cl_smooth 0 Stops the game from feeling choppy
rate 25000

* cl_interpolate makes your screen shake a little. It is nothing drastic but this may annoy some people. When interp and interpolate are both set to 0 your hitboxes will be perfectly on the player model. I can tell you from experience that after you play with interpolate on 0 for few days, you totally overlook the little shake. I have 2 keys bound for interpolate:


bind "." "cl_interpolate 0"
bind "/" "cl_interpolate 1"

You can replace “.” and “/” with whatever keys you would like. The reason I do this is I tend to AWP better with a setting of 1 and use deagle/colt/ak/everything other than AWP better with a setting of 0.

Graphics Tweaks:
These settings are for those people that want to increase their FPS in CS:S using existing drivers and hardware. Keep in mind that this is not for people who think graphics quality is important. This is for the competitive people like myself that want good gameplay.


Setting Comment
cl_ragdoll_physics_enable 0 Makes the models disappear once they are killed; saves CPU from rendering death animations
cl_phys_props_enable 0 Disables little cans/bottles that are rendered client side. Takes stress off CPU
mat_fastnobump 1
cl_show_splashes 0 Disables water splashes
mat_bumpmap 0 Disables bumpmapping
mat_specular 0 Disables specular (AKA no more shiny crap)
mp_decals 0 Disables decals
r_lod 5 Player models look bad but saves CPU power. A setting of -5 will make the game render perfect quality models from any distance
mat_picmip 2 This is the command that the in game "Texture Quality" setting changes: 0 = High 1 = Medium 2 = Low
r_decals 0 It says decals and you can't really see them in source anyway so lets turn it off
r_shadows 0 Even though they show through some parts of walls they are still useless
budget_show_history 0 Found this on many sites, self explanatory
cl_ejectbrass 0 Disables bullet casings from flying out of your gun when you shoot
cl_phys_props_max 0 Sets range at which props show up


All of these combined make blood show up a bit better when you hit a person:


Setting Comment
violence_agibs "1"
violence_hgibs "1"
violence_hblood "1"
violence_ablood "1"
cl_show_bloodspray "1"




Launch Options:

Open steam. Click play games. Right click CS:Source. Properties. Launch Options. In the edit box put the following:


-dxlevel 81



Note: 70 = directx7.0 80 = directx8.0 81 = directx8.1 90 = directx9.0


This takes some stress off your graphics card. Default is 90, which is Directx9.0. I run “-dxlevel 81” as it seems to be the best mix between performance and quality.

Lord ALF
04-15-2005, 04:01 PM
what i find amazing is the amount of flames you'll read in any forum on the net in regards to a new games graphic engine and such. you'll see things like "man HL2 rocks and totally blows Doom3 away" and vice versa... everyone has a complaint.... doesn't matter how l33t the engine is, how new the game is, or how much eye candy is there.

then i see posts like this where players are dumbing down the engine for the sake of a few fps or cpu cycles.

sometimes i don't get this community. :crazy:

:wallbash:

Saur
04-15-2005, 05:31 PM
That's not even half of it sometimes, I mean sheesh.

Over there at the cjp forums I was trying to explain the benefits of cvar tweaking -- the fact that a default configuration isn't properly configured to your computer (or tastes for that matter) and I got flamed by a few people who believe that any other than default (with exception to movement keys and sensitivity) provides that player with an unfair advantage and is the equivalent of hax0ring.

To their credit, however, most were understanding.

I've been experimenting with the cl_interp command myself lately. From what I gather, there are two different methods to configuring your cl_interp:

Method 1.) cl_interp should be configured according to your cl_updaterate and should only be used when your updaterate is lower than the servers (which is determined by sv_maxupdaterate) The formula is: 1/cl_updaterate = cl_interp

So if you have a cl_updaterate of 60, your cl_interp would be .0167
Or if your cl_updaterate was 40, your cl_interp would be .025

Method 2.) cl_interp should be configured according to your ping. Say you average between 25-35 ping, then you'd set your cl_interp to .035 (some people say to +.02, so it'd be .055, to cover lag spikes). This is the method I've had more success with.

With Method 1 I experience the terrible hit registration. I used to think people that said "omg i hit you and saw blood but did no damage" were bs'ing, but after following Method 1 and experiencing it myself I feel quite dumb :P However, I've read many instances of players using this method with effective results.

Personally, I've had more success with Method 2. My shots register just as well as they would with cl_interpolate 0 without any of the screen shake. So not only can I take close to medium range fire fights, but I can also snipe (i couldn't snipe too well w/ cl_interpolate at 0)

Though, perhaps my rates were misconfigured for Method 1. Here's how I had them:

rate "25000"
cl_rate "20000"
cl_updaterate "60"
cl_cmdrate "80"
cl_interp "0.0167"
cl_interpolate "1"

They say you want the updaterate lower than your cmdrate (since your cmdrate's your true FPS anyway, so keeping the updaterate lower would prevent choke) Perhaps keeping rate and cl_rate at lan settings messed it up?

I'm on a t3, so while using method 2 I used these rates:

rate "25000"
cl_rate "20000"
cl_updaterate "101"
cl_cmdrate "101"
cl_lagcomp_errorcheck "1"
cl_smooth "0"
cl_interp "0.035" // since at most I get about 35 ping (sometimes 15!)
cl_interpolate "1"

<3 Saur

Saur
04-17-2005, 04:09 AM
Well, I've been doing a little more research into the network stuff in cs:s and I found a movie file I believe most of you will find quite interesting.

http://justbi0.de/hitboxes.avi

Please note, the "-tickrate" cvar is server side. The server op would have to alter it. It's suggested a tick rate of 100, but a tick rate of 66 is supposed to be just fine. apparently fps_max is supposed to be pretty high too, ~400-1000

Tickrate isn't a server variable, it's changed when launching the dedicated server using a cmd param "-tickrate 66".

Also, there's been reports that at a higher tick rate weapons "feel" like they shoot faster, but it's speculated to be merely "subjective".

Now then, the problem is that a higher tickrate = higher cpu usage and more bandwidth requirements. Which, for a server this size, could be suicide :P That's why instead of a tickrate of 100, folks use 66. Which, as you can tell from the video, is a LOT better.

http://www.mail-archive.com/hlds@list.valvesoftware.com/msg09701.html

cl_interp and cl_interpolate are client side.

I'm still looking into it, but it's a lot of info. Figured I'd throw out what I'm lookin' at so far and see if anyone else is interested.

<3 Saur

EDIT: I assume that this is why things get choppy w/ cl_interpolate 0. Because then no interpolation is taking place and it is displaying where player models are according to the server. Since tickrate is a server's FPS, it feels choppy because the average server tickrate is at 33. (that also means it played a small role in the second part of the vid above, but still very smooth, human eye detection at ~65 fps anyway, right?)

EDITx2: Ya know, come to think of it, this is probably where cl_interp comes into play. I've noticed that the default cl_interp of .1 is inadequate to play on most servers -- terrible hit registration. However, following either of the two methods mentioned above, I've noticed better hit registration -- its predicting a lot better for your client despite the low tickrate.

Monochrome
04-17-2005, 09:50 AM
for the graphics tweaks, do u have to input those everytime u start the game or is it just a one shot deal?

and what about the netcode settings? once or every time?

thnx

Saur
04-17-2005, 09:57 AM
for the graphics tweaks, do u have to input those everytime u start the game or is it just a one shot deal?

and what about the netcode settings? once or every time?

thnx

Well, technically, you'll have to do it everytime, but there's a way to have the game do that for you automatically.

Go into your cstrike/cfg dir and create a new .cfg named "autoexec"

Place all the tweaks you want to use into autoexec.cfg and save it. Also, right click config.cfg, go to properties, and near the bottom you'll see a toggle that says "Ready-Only" Check that and hit Ok.

Now then, everytime you load CS all your tweaks will be automatically enabled.

I hope this helps, if not just say so and I'll go into details :D

<3 Saur

Monochrome
04-17-2005, 10:02 AM
just one question: how do u make a .cfg file?

thats all i need to know, thnx

EDIT: NVM i got it thnx