[B]Never mind, I fixed it. Scroll down to the bottom of the page.[/B]
Lately, I've been messing around with certain console settings and a high-quality config file, and I somehow seem to have broken the motion blur. If I set mat_motion_blur_forward_enabled and mat_motion_blur_falling_intensity both to 1, I get the "forward" and "falling" motion blurs, but not the turning kind. When I wave my aim around quickly, I get absolutely NO blur. I've checked the console settings, and nothing is disabled. I've tried lowering some of the settings, in case they were too high for Source to handle.
Here's my system's specs:
AMD Athlon 64 FX-60 Dual Core Processor 2.61 GHz, 2 GB of RAM. My video card is an NVidia 8800 GTS 512 Mb.
So it [I]should[/I] be quite capable of taking anything Portal dishes out.
Here's my launch options:
-heapsize 1048576 -noforcemaccel -noforcemparms -noforcemspd -noipx -nojoy -insecure
And here's my autoexec. I've been working on it a lot, lately.
[CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1
violence_ablood 0
violence_agibs 0
violence_hblood 0
violence_hgibs 0
//mat_forcedynamic 1 //Forces dynamic lighting/highlights.
//mat_force_ps_patch 1 //I have no idea what this does.
mat_force_bloom 1 //Forces bloom.
mat_trilinear 1 //Enables trilinear filtering.
// Multithreading
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
mat_queue_mode 0 //Default is -1. Single Synchronized thread.
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
r_queued_decals 1 //Queued decals.
r_queued_post_processing 1 //Queued post processing.
r_queued_ropes 1 //Queued ropes.
cl_threaded_bone_setup 1 //Threaded bones and animations.
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.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
mat_software_aa_quality 1
mat_software_aa_strength 1
mat_software_aa_strength_vgui 1
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmvcds 1
mat_disablehwmorph 0
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
//dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Portal Only (Severely lowers FPS)
//r_portal_stencil_depth 10 //Maximum setable option in the Portal options menu is 9. The CVAR will go to 10.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //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_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
cl_shadowtextureoverlaysize 512
blink_duration 0.3 //How many seconds an eye blink will last.
r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 512 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
mem_max_heapsize 1024 //Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
// Other
rate 999999999
r_rootlod 0
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1
jpeg_quality 100 //Better quality screenshots with F5.
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur. (Thanks Daimao)
mat_motion_blur_falling_intensity 0
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1
echo
echo Autoexec.cfg executed!
echo
[/CODE]
What model is your graphics card? That is perhaps the most important factor here, not your CPU.
Try disabling mat_force_ps_patch
No clue what it means either, but "patch" may show it's a small cover-up for slower computers, where modern computers can handle it patchless?
[QUOTE=ConTron123;20572466][B]mat_motion_blur 1/0[/B]
[B]mat_motion_blur_intensity[/B]
:downs:[/QUOTE]
Did I or did I not specifically say, "I've checked the console settings, and nothing is disabled."? And there [I]is no[/I] "mat_motion_blur_intensity". There's "...falling_intensity" and "...rotation_intensity", but there isn't a flat out intensity command.
[editline]10:37AM[/editline]
[QUOTE=robowurmz;20569003]What model is your graphics card? That is perhaps the most important factor here, not your CPU.[/QUOTE]
It's an NVidia 8800 GTS 512 Meg. It's definately not on the slow side. I've run Crysis with it and, with all the commands on medium, it runs without breaking a sweat.
[editline]10:38AM[/editline]
[QUOTE=AlfieSR;20569013]Try disabling mat_force_ps_patch
No clue what it means either, but "patch" may show it's a small cover-up for slower computers, where modern computers can handle it patchless?[/QUOTE]
Thanks, I'll try that.
(Rated Polite/Nice/Friendly)
[QUOTE=E-102 Gamma;20573975]Did I or did I not specifically say, "I've checked the console settings, and nothing is disabled."? And there [I]is no[/I] "mat_motion_blur_intensity". There's "...falling_intensity" and "...rotation_intensity", but there isn't a flat out intensity command.
[editline]10:37AM[/editline]
It's an NVidia 8800 GTS 512 Meg. It's definately not on the slow side. I've run Crysis with it and, with all the commands on medium, it runs without breaking a sweat.
[editline]10:38AM[/editline]
Thanks, I'll try that.
(Rated Polite/Nice/Friendly)[/QUOTE]
I mean mat_motion_blur_strength I think. Setting it to 5.0 you can really notice it.
[QUOTE=ConTron123;20574769]I mean mat_motion_blur_strength I think. Setting it to 5.0 you can really notice it.[/QUOTE]
I have it set to 4 already. How is it not noticable at 4? It's not that the motion blur isn't noticable, it's that it's just not there altogether!
Also, if you had looked at my CFG, you'd have noticed the line, "mat_motion_blur_strength 4 // Stengthens the blur. (Thanks Daimao)".
Never mind, I fixed it. As it turns out, setting mat_dxlevel to 98 breaks motion blur. Go figure.
A moderator can close this thread now.
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