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Kaa Pacelt Fps


ANALGINS
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ja tev ir fps problemas vari pameginat sekojoshas lietas, peec tam kad esi izdarijis defultas lietas kaa v_sync off etc

sho rakstam pie shorkata targeta..

noradam kadu DirectX izmantot

-dxlevel 90 for DirectX 9

-dxlevel 81 for DirectX 8.1

-dxlevel 80 for DirectX 8

-dxlevel 70 for DirectX 7

noradam cik daudz ramu ljaut spelei izmantot

-heapsize 393216 (mana gadijuma)

X*1024/2 kur X ir jusu rams megabaitos

512*1024/2 = 262144

sheit var palasit un papetit ko varetu pielikt klat savam konfigam, ieteiktu meginat pa vienai komandai un skatities kas notiks, kaa arii darit to serveri kura ir speletaji, nevis boti..

//_Set MP vars_
mp_decals "0"            // How many player sprays will be shown.
//_Set Client vars_
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_phys_props_enable "1"        // Enables phsyics props.
cl_phys_props_max "50"        // Maximum amount of physics props allowed.
cl_ragdoll_physics_enable "0"    // Disables ragdoll.
cl_restrict_server_commands "0"    // Compatible/needed with serverplugins
cl_show_splashes "0"        // Disables water splashes.
//_Set Render vars_
r_3dsky "0"            // Disables the rendering of 3d sky boxes.
r_decal_cullsize "9999"        // Any decals under this size are not rendered.
r_decals "0"            // Disables decals.
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).
r_eyes "0"            // Disables eyes in models.
r_lod "-1"                // Different level of details on models. -1 = Variable at distance. 0 = None. 1 = Minor. 2 = Less minor.
r_modellodscale "1.0"        // The transitioning power of LOD.
r_occlusion "0"            // Enables the Model Occlusion system.
r_propsmaxdist "100"        // Max distance at which props are rendered.
r_renderoverlayfragment "0"
r_rootlod "2"            // Base lod of the model in the memory.
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_teeth "0"            // Disables teeth in models.
r_waterdrawreflection "0"        // Disables the rendering of water reflections.
r_waterforceexpensive "0"        // Forces cheap water.
gl_clear "0"            // Disables the gl_clear convariable.
props_break_max_pieces "0"    // Disables prop fragmenting
//_Set Materials vars_
mat_antialias "0"            // Disables the use of multisampling to smooth out edges.
mat_bumpmap "0"            // Disables bump mapping.
mat_clipz "0"            // Disables optimized Z-Buffer rendering.
mat_compressedtextures "1"    // Disables texture compression. Users with low amounts of system memory should turn this on.
mat_disable_bloom "1"        // Disables bloom effects.
mat_hdr_enabled "0"        // Disables HDR.
mat_hdr_level "0"            // Double Disables HDR.
mat_mipmaptextures "1"        // Enables the use of mipmapping to make textures look smooth.
mat_monitorgamma "1.6"        // Lower the number the brighter the screen. Only works in fullscreen.
mat_picmip "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_specular "0"            // Disables Specularity on objects.
mat_trilinear "0"            // Disables the use of Trilinear mipmapping.
mat_wateroverlaysize "8"        // Sets the resolution of water distortion. Must be multiple of 8.
//_Set Violence vars_
violence_ablood "1"
violence_agibs "1"
violence_hblood "1"
violence_hgibs "1"
//_Set HUD vars_
hud_centerid "1"            // Centers player IDs
net_graph "3"            // Enables net_graph (Required in SS round) 
net_graphpos "2"            // Adjusts netgraph position-set between 1 and 3. 
//_Set Misc settings_
cl_downloadfilter "nosounds"        // Disables annoying pub sound downloads
fps_max "101"             // Caps framerate. Set to max monitor refresh rate + 1.
jpeg_quality "100"            // High quality screenshots
clear
echo _Casey's Config v2 (CAL compliant) loaded_

dalja zagta no shejienes

Edited by ANALGINS
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nope neesmu gan :) kaadu stundu chiniju visus setingus lidz panacu idealu ~100fps loss/choke 0

vieniga palikusi problema ir taa ka es redzu kaa citi teleportejas, un tas nedaudz kaitina, ka chali neredzu un hops peksni vinjsh paradas un bams HS :(

bet taa vis iet glju kaa pa diedzinju un nav nekadu problemu :)

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Cik tev fps bija sākumā?

Gribu zināt vai ir vērts mēģināt.

Ha, cfg palīdzēja, paldies. :) Pārējo nemēģināšu

Ps. serverī čīteris

pss. lai kā paceltu fps, es tā nevaru paspēlēt, choke gan smagi mainījās

Pārinstalēju CSS :(

Pss. ja man CSS velk, tad man TF2 arī ies?

Edited by Amii
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Nū, man gan pacēlās fps par 20. Paldies. Bet ciest nevaru, ka kaut kur uzkarās ēnas no skrienošiem cilvēkiem, tas tracina. TF2 ir diezgan prasīgāks par cs:s tas ir vairāk kā skaidrs. TFs rij kudi vairāk RAM`u un pārējos dzelžos arī ir prasīgāks.

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Analgīn, vari lūdzu pateikt, kura rinda cfg man ir jāizmaina, lai es atkal redzētu spray'us?

ps. patriot, tas cfg arī nepaceļ tik daudz kā saki, izmēģināju jau sen :)

Edited by Amii
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