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Thread: FPS Tweaks

  1. #1
    Gentoo FT... FT... FTSomething! silentsentinel's Avatar
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    FPS Tweaks

    I'm looking for some good possible FPS tweaks for CS:S. I haven't played around with the graphics vars in the console at all, and would like to squeeze more juice out of my system if possible.

    The catch here is that I don't want to use any counter-productive "tweaks". (I.E. disabling or decreasing shadow quality is a bad idea, as is lowering model texture detail too much for far away HS aiming, etc., etc.)

    However anything that otherwise somehow reduces graphical quality in exchange for a noticeable FPS-increase is definitely what I'm looking for. I don't really know specifically what to ask for, so list whatever you might be able to think of that won't in some way be counter-productive to tactics/gameplay.

    Thanks in advance for any advice on this guys.

  2. #2
    Interplanetary Ninja Assassin yankeeDEUCE's Avatar
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    //_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 "1"
    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.

  3. #3
    Gentoo FT... FT... FTSomething! silentsentinel's Avatar
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    Thanks Yankee, that should help a lot. Have a few questions if anyone knows the specifics on this:

    - For the vars which disable/alter "props", I assume that this is referring to objects like the radio on the counter-top in T-Spawn on cs_office, (for example.) A typical scenario would be that you jump over the counter, and if you bump into the radio it makes a bunch of noise when you hit it. What happens when it's disabled? Do you still see/hear anything? Do other players hear it still when you walk into it?

    - Secondly for the 'decals' altering vars, I'm just curious what classifies as a decal, particularly for this one:
    Code:
    r_decal_cullsize "9999" // Any decals under this size are not rendered.
    - Edit: Same general question for "props_break_max_pieces" as well, what do other people see as opposed to what you see

    Thanks much again!
    Last edited by silentsentinel; 05-30-2007 at 12:04 PM.

  4. #4
    Gentoo FT... FT... FTSomething! silentsentinel's Avatar
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    Wow, just got a chance to implement the changes, and, just WOW, I'm impressed.

    I'm getting like 80-100, often 100 FPS now, and the image quality still isn't terrible. I just turned eyes and teeth back on the models and I did turn decals on as I use the restroom signs/whatever as aiming indicators in maps.

    I'm only having 1 real issue that I don't know what setting affected it, if anyone knows which setting would have caused this effect:

    - Lighting behind glass seems a bit too dark, except, when I shoot the glass, it turns brighter like normal. Any idea which setting altered this in particular? Screenshots so you can see what I mean (it's pretty hard to see behind even if it doesn't quite look it in the pics):

    Thanks again!
    Attached Thumbnails Attached Thumbnails FPS Tweaks-csdark1.jpg   FPS Tweaks-csdark2.jpg  

  5. #5
    Wallpaper's Avatar
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    Quote Originally Posted by silentsentinel View Post
    Wow, just got a chance to implement the changes, and, just WOW, I'm impressed.

    I'm getting like 80-100, often 100 FPS now, and the image quality still isn't terrible.
    How many did you have before? I might have to try this schtuff out too
    My Flickr Photostream
    Quote Originally Posted by Jfluff View Post
    I had my first experience at the original Super Duper Weenie today. It was pretty awesome.

  6. #6
    ącLK you're dead Relly's Avatar
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    awesome!

    I remember trying an FPS tweak similar to the one above, and my gun and player models looked laminated lol

  7. #7
    Gentoo FT... FT... FTSomething! silentsentinel's Avatar
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    i got like 50 before, lol

    I noticed another problem though: I can't see people's shadows before they come down the vent in Assault for example, like I could before. Shadows are set to high detail so it must be a different setting that's affecting it, as I reverted to my old config just for testing and shadows worked fine then.

  8. #8
    Wallpaper's Avatar
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    50?! Damn I need to use these ones! :eek:
    My Flickr Photostream
    Quote Originally Posted by Jfluff View Post
    I had my first experience at the original Super Duper Weenie today. It was pretty awesome.

  9. #9
    ącLK you're dead Relly's Avatar
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    LOL 50 FPS increase FTW!

    Nice dude!

  10. #10
    Gentoo FT... FT... FTSomething! silentsentinel's Avatar
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    Yeah I think the shadows work fine I was just wrong.

    But the dark lighting behind glass is kinda not good when aiming for a dark CT so I'm still wondering about that.

    A big part of the increase was the disabling of bumpmapping I think.

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