• TF2 RAM Problems
    23 replies, posted
I've played Tf2 countless times on the Xbox, and have played GMod and Tf2 on an old computer, but I just got them on a new computer. Gmod works fine, (BATHTUB CAR FTW!) but Tf2 keeps disconnecting before Im able to play a match. How much RAM ,and other things, do I need for it to work? (I have 512 MB of RAM)
2 gigs is the standard these days isn't it? Wait for the low spec people to post in here with some configs and technical info. I play with 4 gigs myself.
It's not a ram problem, it's your connection, are you using a laptop? What OS are you using?
Oh yeah, that's what I get for skim-reading the post. What's the error message you get, and can you play Gmod online?
[QUOTE=iWhatIsLove;21165558]It's not a ram problem, it's your connection, are you using a laptop? What OS are you using?[/QUOTE] My connection is fine, (I can get into online Gmod matches), and no, I'm using my old desktop that was fixed up with faster conection speed, a second harddrive, and a bunch of other technical crap. [editline]12:03PM[/editline] The error message says "XDubermonkey's connection timed out" or something along those lines.
[QUOTE=XDubermonkey;21165704]My connection is fine, (I can get into online Gmod matches), and no, I'm using my old desktop that was fixed up with faster conection speed, a second harddrive, and a bunch of other technical crap. [editline]12:03PM[/editline] The error message says "XDubermonkey's connection timed out" or something along those lines.[/QUOTE] You didn't answer all my questions.
That's probably still your connection, but I'd upgrade that RAM anyway. A 1 GB stick of RAM is about $30 at NewEgg, plus a few in shipping. You can run with lower, but your framerate is going to suffer.
Did you try more then 1 server? Make sure the servers you connect to have a low ping, and that you aren't downloading anything while you play, you will lower your bandwidth.
[QUOTE=iWhatIsLove;21166144]You didn't answer all my questions.[/QUOTE] Sorry :3 Operating System: Windows XP Professional (5.1, Build 2600) Service
i got 2.5gb and its ok
[QUOTE=piranhamatt2;21186578]i got 2.5gb and its ok[/QUOTE] Thanks your helping so much. Anyways I'm not sure what to say. Minimum is 512... I have some RAM issues to, only 1 GB here but it only takes like an hour of play to max out my RAM and page file :/
[QUOTE=Darkebrz;21186882]Thanks your helping so much. Anyways I'm not sure what to say. Minimum is 512... I have some RAM issues to, only 1 GB here but it only takes like an hour of play to max out my RAM and page file :/[/QUOTE] This is a bit off-topic, but in order for the game to use your RAM to its full potential, you need to set mem_max_heapsize to half of your RAM in megabytes. This seems to cause problems for some machines, though (like mine; TF2 seems to occasionally crash when a Sentry aquires a target). Also, it's completely pointless if you have only 512 MB, because it's set to 256 by default. This also should not be set higher than 2048 (2 GB, half of 4 GB).
What are your FULL specs?
Dxdiag now!
You need a Gig of RAM. Look for some low-end configs to boost performance.
Now, what should really be there to blame, is your connection. Could be your firewall or something (I know it seems silly, but it happens). But anyway, there is a old-PC performance boost thread, somewhere around the Valve section. Look into it.
>512 mb of ram I think that's your video memory dude. I'm surprised you can still run steam with that amount.
Seeing as TF2 is horribly unoptimized and that playing ctf_doublecross takes up 1523 megabytes of my RAM, I'm surprised you can even launch the game at all
As people have said, get some performance-boosting configs. Also, if you haven't already, install SP3 for Windows XP - Build 2600 (afaik) is the unpatched version of XP. And as has already been said, get more RAM, stat. Furthermore, post your full specs, i.e, what is the model of your graphics card, cpu speed, how many cores, etc. You can get this info by typing 'dxdiag' into the Run box in the start menu. You can also get this information by typing 'msinfo32' into the Run box in the start menu.
If it's a high-performance config you need, you got it. Of course, your game will look absolutely terrible, but sacrifices must be made. I recommend executing this at the main menu. [CODE]echo echo Executing High FPS config... (Prepare to cry...) echo // Multithreading (1/4 Life's settings, which he tweaked for stability) host_thread_mode 1 //Forces on multithreading. Defaults to 0. r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows. r_threaded_particles 1 //Threaded particles (Defaults to 1) r_threaded_renderables 1 //Threaded renderables //cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode. //snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems. // // Graphics // cl_drawmonitors 0 cl_ejectbrass 0 mat_showlowresimage 0 //This should never, ever be set to 1. mat_fastnobump 1 mat_framebuffercopyoverlaysize 0 mat_forcehardwaresync 0 mat_forcemanagedtextureintohardware 0 // r_updaterefracttexture 0 r_renderoverlayfragment 0 r_updaterefracttexture 0 r_maxnewsamples 0 r_maxsampledist 0 r_norefresh 0 r_minnewsamples 0 // gl_clear 0 flex_smooth 0 // // Light // //mat_disable_ps_patch 1 mat_disable_fancy_blending 1 mat_force_bloom 0 r_worldlightmin 0 r_dopixelvisibility 0 r_ambientboost 0 r_ambientfactor 1 // // Models // g_ragdoll_fadespeed 0 g_ragdoll_important_maxcount 0 g_ragdoll_lvfadespeed 0 g_ragdoll_maxcount 0 // // Violence // violence_ablood 0 violence_agibs 0 violence_hblood 0 violence_hgibs 0 // // Preload // cl_forcepreload 1 sv_forcepreload 1 //Quantum's Little FPS settings. Thank you, Quantum! echo " - FPS Part ( UltraHighFPS Setting ... Freak)" echo " " echo " |-- CORE ---------------------------------------------" echo " | High Dynamic Range (HDR) + Bloom + Motion Blur" // High Dynamic Range (HDR) + Bloom + Motion Blur mat_hdr_level 0 // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps. mat_autoexposure_max 2 // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases. mat_autoexposure_min 0.5 // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1. mat_bloomscale 1 // def. "1" # Adjustment of the Bloomeffect (how strong it will appear) mat_disable_bloom 1 // def. "0" # Bloom on(0)/off(1) mat_motion_blur_enabled 0 // def. "" # Motion Blur on(1)/off(0) mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less) echo " | Lighting" // Lighting mat_fastspecular 1 // def. "" # Faster Spec but lower Quality on(1)/off(0) mat_filterlightmaps 0 // def. "1" # Filtering ligthmaps on(1)/off(0) mat_specular 0 // def. "1" # Specular highlight on(1)/off(0) r_dynamic 0 // def. "1" # Dynamic lighting of Enviroment on(1)/off(0) r_lightaverage 0 // def. "1" # light averaging on(1)/off(0) r_maxdlights 0 // def. "32" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat. r_PhysPropStaticLighting 0 // def. "1" # Static Lighting on props on(1)/off(0) r_occlusion 1 // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0) r_worldlights 0 // def. "4" # Number of world lights to use per vertex mat_disable_lightwarp 1 // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading. echo " | Shadows" // Shadows mat_shadowstate 0 // def. "1" # noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2) r_shadows 0 // def. "1" # Shadows on(1)/off(0) r_flashlightdepthtexture 0 // def. "1" # 1 = High, 0 = Low r_shadowrendertotexture 0 // def. "" # 1 = High, 0 = Low r_shadowmaxrendered 0 // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High] echo " | Texture Detail + Texture Filtering + Anti-aliasing" // Texture Detail + Texture Filtering + Anti-aliasing // Detail mat_bumpmap 0 // def. "" # Bumpmapping on(1)/off(0) mat_clipz 1 // def. "" # If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems. mat_colorcorrection 0 // def. "" # Normaly forced to 0 on Public Servers mat_compressedtextures 1 // def. "1" # Texturcompression on(1)/off(0) ( on(1) reduces usage of Memory in the GraphicCard but cost a little bit quality) mat_envmapsize 0 // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality mat_mipmaptextures 1 // def. "1" # Mipmapping on(1)/off(0) mat_parallaxmap 0 // def. "0" # Use Parallaxmapping mat_picmip 2 // def. "0" # Set the detail of a used texture (max. -10.000000 min. 4.000000) [TF2-VideoConfigMenu: -1 = High, 2 = Low] mat_texture_limit -1 // def. "-1" # Dont change... sets the maximal used amount of Kilobytes used for each frame when rendering. "-1" = Automatic r_3dsky 0 // def. "1" # Show 3D Backgrounds (like Buildings) r_fastzreject -1 // def. "-1" # Use the optimized Z-Buffer Alorithm automatic(-1)/on(1)/off(0) r_renderoverlayfragment 0 // def. "1" # Rendering of multiple Texturelayers on(1)/off(0) // Filter + Anti-aliasing mat_antialias 0 // def. "" # Anti-aliasing on(1,2,4,8)/off(0) mat_filtertextures 0 // def. "1" # Filter textures on(1)/off(0) mat_forceaniso 0 // def. "" # Anisotropic filtering on(1,2,4,8,16)/off(0) mat_trilinear 0 // def. "" # Trilinear filtering on(1)/off(0) mat_envmaptgasize 0 // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?) echo " " echo " |-- MODEL --------------------------------------------" echo " | Eyes and Teeth" // Eyes and Teeth blink_duration 0 // def. "0" # How many seconds an eye blink will last. r_eyes 0 // def. "1" # Eyes on(1)/off(0) r_teeth 0 // def. "1" # Teeth on(1)/off(0) r_flex 0 // def. "1" # Use facial animation on(1)/off(0) echo " | Model + Decals" // Model + Decals // Model cl_burninggibs 0 // def. "0" # Gibs from burning person stay on fire cl_playerspraydisable 1 // def "0" # disable Spraypaints only lod_TransitionDist 1 // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality mp_usehwmmodels -1 // def. "0" # Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU) mp_usehwmvcds -1 // def. "0" # Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU) r_lod 2 // def. "-1" # Details of Models (Level Of Detail), bound by r_rootlod => best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5) r_rootlod 2 // def. "0" # Base-LOD of Model. you cant get a better lod => best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5) // Decals mp_decals 1 // def. "200" # Count of Decals used for Multiplayer r_decal_cullsize 15 // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing r_decals 1 // def. "2048" # Count of Decals used by the entire SourceEngine r_drawmodeldecals 0 // def. "" # Render decals on the Models on(1)/off(0) r_maxmodeldecal 0 // def. "32" # Count of Decals to Render on the Models r_queued_decals 0 // def. "0" # Offloads a bit of decal rendering setup work to the material system queue when enabled. on(1)/off(0) r_spray_lifetime 0 // def. "2" # Number of rounds player sprays are visible r_drawbatchdecals 0 // def. "1" # UNKOWN -> Render decals batched. (Which decals excatly ?) echo " | Ragdoll (Corpses)" // Ragdoll (Corpses) cl_ragdoll_collide 0 // def. "0" # Collision between corpses on(1)/off(0) cl_ragdoll_forcefade 0 // def. "0" # If set to "1" then cl_ragdoll_forcefade is used cl_ragdoll_fade_time 0 // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse cl_ragdoll_physics_enable 0 // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation echo " " echo " |-- OTHER --------------------------------------------" echo " | Detail-/Props" // Detail-/Props // Detailprops = like the grass in ctf_2fort at the bridge cl_detailfade 0 // def. "400" # Distance across which detail props fade in cl_detaildist 0 // def. "1200" # Distance at which detail props are no longer visible r_drawdetailprops 0 // def. "1" # 0=Off, 1=Normal, 2=Wireframe // Physical props = bricks, cans, gibs and trash objects and so on, not really sure if used in TF2 cl_phys_props_enable 0 // def. "1" # Physical Props on(1)/off(0) cl_phys_props_max 1 // def. "300" # Count of physical Props props_break_max_pieces -1 // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0) r_propsmaxdist 1 // def. "1200" # Behind this distance they are not rendered echo " | Ropes" // Ropes r_ropetranslucent 0 // def. "1" # Transparent ropes on(1)/off(0) rope_averagelight 0 // def. "1" # Makes ropes use average of cubemap lighting instead of max intensity. on(1)/off(0) rope_collide 0 // def. "1" # Collide rope with the world on(1)/off(0) rope_rendersolid 0 // def. "1" # Render Ropes on(1)/off(0) rope_shake 0 // def. "0" # Ropes shake around on(1)/off(0) rope_smooth 0 // def. "1" # Do an antialiasing effect on ropes on(1)/off(0) rope_smooth_enlarge 0 // def. "1" # How much to enlarge ropes in screen space for antialiasing effect rope_smooth_maxalpha 0 // def. "0" # Max Alpha for rope antialiasing effect rope_smooth_minalpha 0 // def. "0" # Min Alpha for rope antialiasing effect rope_smooth_minwidth 0 // def. "0" # When using smoothing, this is the min screenspace width it lets a rope shrink to rope_subdiv 0 // def. "2" # Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0) rope_wind_dist 0 // def. "1000" # Don't use CPU applying small wind gusts to ropes when they're past this distance echo " | Water" // Water mat_wateroverlaysize 8 // def. "128" # Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1] r_cheapwaterend 2000 // def. "800" # End of the CheapWater rendering (all behind this range is black water) r_cheapwaterstart 1 // def. "500" # Start of the CheapWater rendering (all before this range is expensive waterrendering) r_forcewaterleaf 1 // def. "1" # Enable for optimization to water - considers view in leaf under water for purposes of culling r_waterdrawreflection 0 // def. "1" # If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism. r_waterdrawrefraction 0 // def. "1" # If set to 0, (Man kann nicht durch Wasser schauen) disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason. r_waterforceexpensive 0 // def. "" # 1 = High (reflect world), 0 = Low (simple reflect) r_waterforcereflectentities 0 // def. "" # 1 = High (reflect all), 0 = Low echo " | The Rest" // The Rest fov_desired 90 // def. "75" # Field of View in Degree //fps_max 0 // def. "" # Maximal count of Frames per Second mat_bufferprimitives 1 // def. "1" # Primitive Buffer on(1)/off(0) //mat_dxlevel 80 // def. "" # 95 = DirectX 9.5, 90 = DirectX 9, 81 = DirectX 8.1, 80 = DirectX 8, 70 = DirectX 7,60 = DirectX 6 mat_monitorgamma 1.6 // def. "2.2" # Gammasetting (1.6=min/bright 2.6=max/dark) mat_reducefillrate 1 // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps) tf_particles_disable_weather 1 // def. "0" # Rain like on sawmill on(0)/off(1) echo echo echo High FPS CFG Executed! (CRY SOME MOOR!) echo[/CODE] I also have some launch options to go with it. The last two should free up a little memory, the third-to-last one disables the startup vid, decreasing load time, and the first three disable Windows mouse acceleration. -noforcemaccel -noforcemparms -noforcemspd -novid -noipx -nojoy I left -heapsize out because Max of S2D insists that it "isn't supported by the TF2 fork", and does absolutely nothing.
If you keep timing out it could be your rates seeing as for some reason TF2's default rates are horrible put these into your console cl_cmdrate 67 cl_updaterate 67 rate 25000 (could possibly go higher but not sure if your computer could handle it with 512mb of RAM) cl_interp 0.0152
[QUOTE=Vazzan;21213403]If you keep timing out it could be your rates seeing as for some reason TF2's default rates are horrible put these into your console cl_cmdrate 67 cl_updaterate 67 rate 25000 (could possibly go higher but not sure if your computer could handle it with 512mb of RAM) cl_interp 0.0152[/QUOTE] cl_update and cmdrate both go higher than 67. CMD rate maxes out at 100, and I don't think updaterate even [I]has[/I] a limit. Also, some argue that "rate" doesn't do anything in TF2. I have found ONE thing that it does. If you set it REALLY low (100-1000), it speeds up your micspam for a very hilarious effect.
[QUOTE=E-102 Gamma;21214023]cl_update and cmdrate both go higher than 67. CMD rate maxes out at 100, and I don't think updaterate even [I]has[/I] a limit. [/QUOTE] True but there is no point putting them any higher as servers can be a maximum of 66 tick so there is no point setting it higher than a server can receive it at :) TF2 defaults are something silly like 20 and rates at like 3500? its stupid
[QUOTE=Vazzan;21217708]True but there is no point putting them any higher as servers can be a maximum of 66 tick so there is no point setting it higher than a server can receive it at :) TF2 defaults are something silly like 20 and rates at like 3500? its stupid[/QUOTE] I think the defaults for cl_cmdrate, cl_updaterate, and rate are 20, 30 and 10000, respectively. And servers can be set to 100 tick rate with the launch option -tickrate 100. Although, it's really stressfull on bandwidth and CPU power, so not many servers use this.
Sorry, you need to Log In to post a reply to this thread.