April 22, 200521 yr OK, so my CSS is pretty spotty. Some days it plays great, others there are all sorts of random lag effects, rubberbanding, and some other things. While I am trying different things to fix it, I was wondering if ppl could help me out with the best CVAR setup. Right now, I have set heapsize to use 786mb of my system RAM, and I plan to change CL_interpolate to 0 as well as tickrate to 100, any others?
April 22, 200521 yr These here tweaks are mostly for HL2, and some won't work with CS:S (such as the autosaves), but I'd try them, see how they work. After I did most all of these with my old system, I could play HL2 on better settings and it ran great. Hope it works for you. http://www.sysopt.com/forum/showthread.php?threadid=173131
April 22, 200521 yr Author I ll take a look at them, but every time i tried to change the heapsize, i got a DX8 locked vertex something or other error, as well as a "memory at such and such location cannot be "read"" error. Also, changes in interpolate just screwed things up more. updaterate/speed did nothing either. I still suffer from rubberbanding, choppiness, these quick flashes of black, and bullets not regestering. I cant figure it out, net_graph 3 always shows a decent FPS, in the 50's-60's, there is no choke, and no loss. Do in and out readings need to be the same? Argghhhh this is so frustrating, I wasnt having these problems a couple months ago
April 22, 200521 yr //Source Tweaks by Casey //Updated 4/17/05 // _Set netcode settings_ // _adjusts hitboxes and netcode settings for optimal registration_ cl_cmdrate 101 cl_interp 0 cl_interpolate 0 cl_lagcomp_errorcheck 1 cl_lagcompensation 1 cl_updaterate 101 cl_rate 20000 cl_smooth 0 rate 25000 // _Set graphics settings_ // _adjusts graphics settings to boost framerate_ cl_ejectbrass 0 // _disables shells flying out of guns_ cl_forcepreload 1 cl_phys_props_enable 0 // _disables trash and cans etc_ cl_phys_props_max 0 // _disables trash and cans etc_ cl_radartype 1 // _solid radar_ cl_ragdoll_physics_enable 0 // _disables dead bodies_ cl_show_splashes 0 // _disables splashes when in water_ fps_max 101 // _caps FPS_ mat_bloom 0 mat_bumpmap 0 // _disables bumpmapping_ mat_clipz 0 // _lowers water quality_ mat_fastnobump 1 // _faster bump mapping_ mat_fastspecular 1 // _fast specular lighting_ mat_mipmaptextures 1 // _texture quality decreases with distance_ mat_picmip 2 // _lower texture quality--set between 0 and 2_ mat_specular 0 // _disables specular lighting_ mat_trilinear 0 // _disables trilinear filtering_ mp_decals 50 // _how many bullets etc will be shown_ muzzleflash_light 0 // _disables muzzleflash_ r_avglight 0 // _disables average lighting_ r_cheapwaterend 1 // _worse water rendering_ r_cheapwaterstart 1 // _worse water rendering_ r_decal_cullsize 2 // _lower texture quality at distance_ r_decals 0 // _disables player sprays_ r_dispfullradius 2 r_drawdetailprops 0 r_drawmodeldecals 0 // _disables decals on models_ r_dynamic 0 r_eyes 0 // _removes eyes from player models_ r_lightaverage 0 // _disables average lighting_ r_lightinterp 0 r_lod 5 // _adjusts model quality--set between -5 and 5_ r_propsmaxdist 100 // _lower object fading distance_ r_RainSplashPercentage 0 // _disables rain splashes_ r_renderoverlayfragment 0 r_rootlod 2 // _lower overall game detail level_ r_shadows 0 // _disables shadows (not recommended)_ r_teeth 0 // _removes teeth from player models_ r_waterforceexpensive 0 // _disables high-quality water_ r_worldlightmin 1 // _less lights per vertex_ r_worldlights 1 // _less lights per vertex_ rope_averagelight 0 // _disables average lighting on ropes_ rope_smooth 0 // _disables antialiasing on ropes_ rope_subdiv 0 rope_wind_dist 0 // _disables wind effects on ropes_ // _Set processing settings_ // _transfers load from GPU to CPU to boost performance r_mmx 1 r_sse 1 r_sse2 1 // _Set audio settings_ // _increases audio performance and quality_ snd_mixahead .2 // _mixes sound ahead to reduce stuttering_ soundscape_fadetime 9999 // _helps lower background noise_ soundscape_flush // _helps lower background noise_ // _Set violence settings_ // _increases blood to help you see hits better_ violence_ablood 1 violence_agibs 1 violence_hblood 1 violence_hgibs 1 cl_show_bloodspray 1 // _Other settings_ budget_show_history 0 cl_crosshairalpha 999 cl_crosshairusealpha 1 jpeg_quality 100 sv_forcepreload 1 clear echo "_casey's source config loaded_" *UPDATED 4/17* -Added more CVAR descriptions -Modified some commands -Removed some unnecessary commands made by a cal admin himself
April 22, 200521 yr Author woohoo it worked! THANKS DH, THANK YOU SO MUCH!! :peace: sadly, interpolate still screws up animations, though it increases hit detection by a butload seemingly
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