It is currently Wed Jun 19, 2013 3:59 am



Reply to topic  [ 73 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 8  Next
 SMG config by edZEt [updated] 
Author Message
Captain
Captain
User avatar

Joined: Fri Dec 31, 2010 8:51 am
Posts: 527
Location: OMAE WA MOU SHINDEIRU
Post Re: SMG config by edZEt
Quote:
r_texFilterAnisoMax
"Maximum anisotropy to use for texture filtering" - max overrides any Min value. in the wiki link (lol sounds like wiki leak) wikipedia states that some textures dont need "4" so a lesser anistropy is used like 2 well i just thought a max of 4 on all textures with a min of 2.


afaik min overwrites max not the other way around.. and either way it kinda contradicts with what you say afterwards: using a max of 4 and a min of 2, because that would be useless if one gets overwritten by the other anyway.

but I will use max 4 min 2 now instead of 2 2, because it sounds reasonable.
aa2 will stay as is.


Wed Mar 23, 2011 11:36 am
Profile WWW
Lieutenant
Lieutenant

Joined: Mon Nov 01, 2010 3:28 pm
Posts: 451
Post Re: SMG config by edZEt
jaykay wrote:
Quote:
r_texFilterAnisoMax
"Maximum anisotropy to use for texture filtering" - max overrides any Min value. in the wiki link (lol sounds like wiki leak) wikipedia states that some textures dont need "4" so a lesser anistropy is used like 2 well i just thought a max of 4 on all textures with a min of 2.


afaik min overwrites max not the other way around.. and either way it kinda contradicts with what you say afterwards: using a max of 4 and a min of 2, because that would be useless if one gets overwritten by the other anyway.

but I will use max 4 min 2 now instead of 2 2, because it sounds reasonable.
aa2 will stay as is.



idk how to multi quote but edzet alot of the quake commands are useless. trust me. the opengl one is for opengl games and blops is directx. the r_ext are extensions for opengl programs which is like another way of tweaking the textures. im not familiar with them as i never tweaked an opengl game but this is what i have found anyway.

its the other way around btw
r_texFilterAnisoMax
Maximum anisotropy to use for texture filtering

r_texFilterAnisoMin
Minimum anisotropy to use for texture filtering (overridden by max)- this can be found on a dvar description list and or with a hexeditor of the .exe

i seen ppl with Max "2" and min "4" 2 is the max used. not 4. i use 4 and 2. AF is a minor performance decrease (if using lower levels of AF) if not none for me anyway. so i think using ingame settings is ok but i would normally advise using software ie. nvidia control panel. AA on the other hand is a major decrease if used via the game.


Wed Mar 23, 2011 1:14 pm
Profile
Master Corporal
Master Corporal

Joined: Sun Mar 20, 2011 2:56 pm
Posts: 49
Post Re: SMG config by edZEt
Free91 wrote:
Very good cfg im using it now.

I have only one question:

With 16:10 i see the chat and the scoreboard very small, its diffuclt to read..there is a cvar that makes it more big? thx


im glad u like it :)

im afraid only thing u can do is try to go with different resolutions. lower res would make chat biggger but also ruin scoreboard quality. u gonna have to check it urself.
if scoreboard quali is too bad u can try changing cg_scoreboardFont "" value to 6 or 1. that may help

Quote:
Quote:
r_cmdbuf_worker "0" // why disabled?


what ezre said...gonna test later.

tried it... made that 1 unstable fps i had in tough spot last just a bit longer :D changed to 1

Quote:
edzet alot of the quake commands are useless. trust me. the opengl one is for opengl games and blops is directx. the r_ext are extensions for opengl programs which is like another way of tweaking the textures

ok thanks


Wed Mar 23, 2011 1:58 pm
Profile
Master Corporal
Master Corporal
User avatar

Joined: Fri Mar 11, 2011 12:03 am
Posts: 78
Location: www.com
Post Re: SMG config by edZEt
Quote:
tried it... made that 1 unstable fps i had in tough spot last just a bit longer :D changed to 1


It was probably something else that affected your fps. I have mine on since when i spam my 5 key (I just put a bunch of commands in a cfg file to execute) the cpu usage stays virtually the same, but when the worker thread is off then theres small spikes of cpu usage due to the commands being processed so I keep it on.

_________________
Image


Wed Mar 23, 2011 2:21 pm
Profile
Captain
Captain
User avatar

Joined: Fri Dec 31, 2010 8:51 am
Posts: 527
Location: OMAE WA MOU SHINDEIRU
Post Re: SMG config by edZEt
Quote:
AA on the other hand is a major decrease if used via the game.

not for me :D

btw edzet
could you post your res and aspectratio and the aspectrario of your monitor? and whether you use black "edges" at the screen or in other words the native resolution or all resolutions stretched to full screen?


Wed Mar 23, 2011 4:05 pm
Profile WWW
Master Corporal
Master Corporal

Joined: Sun Feb 01, 2009 2:02 pm
Posts: 31
Post Re: SMG config by edZEt
That's interesting, i'm personnally using a wide res with a 4:3, it feels comfortable to me, recoil feels easier to control :)


Wed Mar 23, 2011 4:26 pm
Profile
Master Corporal
Master Corporal

Joined: Sun Mar 20, 2011 2:56 pm
Posts: 49
Post Re: SMG config by edZEt
jaykay wrote:
Quote:
AA on the other hand is a major decrease if used via the game.

not for me :D

btw edzet
could you post your res and aspectratio and the aspectrario of your monitor? and whether you use black "edges" at the screen or in other words the native resolution or all resolutions stretched to full screen?



4:3 aspect ratio
1280x1024 native
no stretching. < made me interested so i wanted to turn it on and mess with stuff.. for some reason i couldnt. catalyst just doesnt let me. that led me to rememmber that my 24" wide screen has 1 resolution which works with 75hz so i decided to try it in bo ( its totally terrible for anythin else 1152x864 ) now thanks to aspect ratio options it actually works perfect for me.
also with widescreen field of view gets even bigger @ any aspect ratio. this is quite sick... thanks for leadin me to this .. gotta play some matches n see how exactly i feel about this


Wed Mar 23, 2011 6:41 pm
Profile
Captain
Captain
User avatar

Joined: Fri Dec 31, 2010 8:51 am
Posts: 527
Location: OMAE WA MOU SHINDEIRU
Post Re: SMG config by edZEt
so 4:3 1280*1024 is the native res of your monitor?

and what do you use ingame(now)?

my monitor has 16:10 1650*1024
but I use black edges and 1240*1024 4:3 ingame ("true" display of the resolution)


Wed Mar 23, 2011 7:52 pm
Profile WWW
Master Corporal
Master Corporal

Joined: Sun Mar 20, 2011 2:56 pm
Posts: 49
Post Re: SMG config by edZEt
Quote:
so 4:3 1280*1024 is the native res of your monitor?

and what do you use ingame(now)?

my monitor has 16:10 1650*1024
but I use black edges and 1240*1024 4:3 ingame ("true" display of the resolution)


Report this post
1280*1024 is the recommended and max res i get on that screen. so i guess thats native right? ingame 1024 768 16:10

other screen is 16:10 1920 1080 as max res. tryin it now at 1152x864 16:10 ingame... feelin good so far ^^ mayeb its just me but the reg seems worse tho... lagometer shows nothin... but rlly feels like hitboxes r messd up...dunno need to play some more
edit : nvm im just beein bad

HUSTLAA wrote:
That's interesting, i'm personnally using a wide res with a 4:3, it feels comfortable to me, recoil feels easier to control :)

ur also using widescreen monitor yes?
gonna check how it feels
edit : yeee its good... would use that if i playd rifle or scope


Wed Mar 23, 2011 7:58 pm
Profile
Lieutenant
Lieutenant

Joined: Mon Nov 01, 2010 3:28 pm
Posts: 451
Post Re: SMG config by edZEt
recoil is a something that is noticeable or acts different because of the pixel and aspect ratios. pixels are large in standard mode than 16:10 and 16:9 so hence recoil is more noticeable. a gun has a particular recoil pattern that is excuted everything it is fired. this recoil pattern is a range and that range is visible smaller at higher aspects. but in reality recoil hasnt changed just the pixel crop and size.

1280x1024 is technically 1.25 but the game only has 4:3=1.333 which is .8 off. to me i think a exact pixel for pixel ratio is not desireable in blops. the egg shaped scope affect is desired. why? i cant totally explain my speculation and theory in words. ive just noticed that at pixel mis match ive notice that i have been "more accurate" with my scope kills. idk its not a placebo to me. i have changed mid game my res and went from hitting ppl to being off... idk...reasons that i think why are 1) the game as in cod4 did not crop widescreen resolutions correctly (in cod4 i read awhile back that this was the case. ) 2) blops makers made it so the scope xhairs are not directly in the middle of the screen when scoping up unlike 4. this creates an undesired effect. also hold breath time is delayed.u hear the breath but ther is a delay. this is noticeable if u go /+holdbreath and then scope u hear the breath right away (and u hear it even after u unscope quickly) but the actual holding of the breath is in a sense is delayed more. if i am wrong then so be it but just my observations. scoping is foreign to blops so to compensate i see that a pixel ratio descrepancy is wanted. again my findings that are not official just noticed. and im a shtty scope but i love playing scope regardless.




TO AA. Its a type of filtering that gets rid of or compensates for aliasing an in image. the "squigglies' as some ppl put it on textures, posts, trees, etc.. using ingame settings of AA gives me a decrease. in gfx card u can control AA more, even more with a nice piece of software like nvidia inspector. which should yeild better peformance with AA. iam sense trying these.


btw your config is pretty nice edZet but ya the quake commands uneeded bs. the sse skinning. i havent noticed anything diff. imo skinning should be done by the gfx card. but who knows maybe its benefitical if the cpu does it. i just though less load on cpu=better but i havent noticed a difference. tho skinning means imo the skinning of skinned models which would me players as rigid is environmental things. again my assumptions are from the lodscalerigid (effects environ. things) and lodscaleskinned (effected player models) commands from 4.


Wed Mar 23, 2011 11:03 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 73 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 8  Next

Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.