Does anyone know for sure if SwiftShader can ban yet?
It was posted that certain servers may detect it, maybe there will be a patch where VAC will not ban for it.
No, swiftshader will never get you banned. Ever. It does NOTHING that modifies the game itself.
[del]I can beat any high-FPS config you guys got. :smug:
[CODE]echo
echo Executing High FPS config... (Prepare to cry...)
echo
//
// 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]
Rate me late. :smith:[/del]
[media]http://www.youtube.com/watch?v=xtcMW3i6-gA[/media]
Multithreading can be a bad thing
[QUOTE=Doneeh;20498969]Does anyone know why it still freezes at the projector screen menu?[/QUOTE]
Apparently, dxlevel 8x makes TF2 crash on low end machines... what the fuck.
I have to use dxlevel 90
Which SwiftShader was I meant to download? I downloaded the demo, as that was the only download link on the page. If it's the demo I was meant to download, how do I "install" it into TF2?
[del][QUOTE=Cogniscente;21282704]Multithreading [B]can be[/B] a bad thing[/QUOTE]
Precisely. But the only ones in my config are perfectly stable.
These four will never, ever cause your game to crash (I hope). I use them myself.
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
[I]These[/I] ones, however, can and will cause instability.
[CODE]Do NOT use these in any config.
r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS.
cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.[/CODE]
And then there's this one. It doesn't cause instability, but will often mess up your sound.
snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
[/del]
It seems [IMG]http://www.mzzt.net/tf2/light/finishedoff/red/Mac%20update/blue/Multithreading.png[/IMG]
:ohdear:
[QUOTE=Equidistratic;20260848]
Get blood particle removal here
[URL]http://www.filefront.com/15604439/blood_fix.rar/[/URL] (Mad props to Token Indianguy for this, can't play TF2 without you <3)
[B]Remove Add _dx80 to the end of the file if you did the -dxlevel 81 command in launch options[/B]
[/QUOTE]
Sorry for the mega bump but how do I do this? Do I rename the file as blood_impact.pcf_dx80? And there's no location at steam/steamapps/accountname/team fortress 2/tf/particles, where do I put the file?
[editline]09:07PM[/editline]
And how do you install this? :|
[URL]http://www.fpsbanana.com/skins/78349[/URL]
[editline]09:22PM[/editline]
[URL]http://www.aclerex.com/business/swiftshader/[/URL]
Drop the associated DLL in your Team Fortrtess 2 folder.
And where in the folder do I drop this exactly? Sorry for being such a noob :[
[quote="magepro99"]Sorry for the mega bump but how do I do this? Do I rename the file as blood_impact.pcf_dx80? And there's no location at steam/steamapps/accountname/team fortress 2/tf/particles, where do I put the file?[/quote]
Rename it to blood_impact_dx80.pcf. If there isn't a tf/particles/ directory, just make one.
[quote="magepro99"]And how do you install this? :|[/quote]
You should be able to drop the "materials" and "models" folders from the folder inside the archive into your accountname/Team Fortress 2/tf/ directory. If that isn't working (it should, though), just do a google search for "tf2 install custom models" or something.
[quote="magepro99"]
And where in the folder do I drop this exactly? Sorry for being such a noob :[ [/quote]
[quote="Error_404"]Which SwiftShader was I meant to download? I downloaded the demo, as that was the only download link on the page. If it's the demo I was meant to download, how do I "install" it into TF2? [/quote]
Yes, you download the demo version. I just put it in the accountname/Team Fortress 2/ directory (the one with hl2.exe). As far as I know, it works fine, but anyone else should feel free to tell me I put it in the wrong place or something. :v:
^A+ post! Thanks!
I have a good computer than can play TF2 at High settings, but I'd install all this just so I can look at all the nostalgic low-poly stuff.
[QUOTE=kevinseven;20261044]No one plays it any more, I say "lets play some GG2!" *start it up and goes to server lists* "Damn it no servers!"[/QUOTE]
[B]LIES![/B]
In my area there are five popular servers :smug:
Team Fortress 64
TFC on Dxlevel 90, NICE!
I think it's easier to buy a new PC, especially if you are american.
just sayin, i know this can be used for cheap laptops too.
The removal of particles doesn't seem to work for me...
What I've done:
-Made a particle folder in the TF folder.
-Stick in all the DX8 files in there (I'm using the -dxlevel81 launch)
Help please?
[QUOTE=magepro99;22422526]The removal of particles doesn't seem to work for me...
What I've done:
-Made a particle folder in the TF folder.
-Stick in all the DX8 files in there (I'm using the -dxlevel81 launch)
Help please?[/QUOTE]
Folder must be named 'particle[b]s[/b]'.
The old school model pack was working like a charm for me, but all of a sudden the weapon models don't work. The player models are all still 'old school', but none of the weapons are. It was working fine last night.
This actually looks really good.
I'm using it now and I enjoy it.
[editline]06:11PM[/editline]
Now to fix my constant timing out every 3 minutes
Where exactly do you stick the old school pack? In the materials or models folder?
Both
[QUOTE=Golden Gun;20263744]If you're stuck with a mac, don't bother putting wine or crossover on it, just bootcamp Windows XP onto it. Every mac comes with it these days. And with Windows XP, I'm running top graphics (normal) with no lag. I rarely go under 50 fps. Though you may want a mouse, as everyone else I know usually freaks out when I tell them I use a trackpad.[/QUOTE]
Or wait a few days for TF2 to come out on the mac.
This is so awesome.
My shitty PC can finally play TF2 :3:
I don't suppose there's a way around the "server is enforcing consistency of this file" error, is there?
This didn't help me at all all I got was 20 fps max
Sorry for keeping this alive, but when I use swiftshader with TF2 on my laptop the framerate locks itself at 10 according to netgraph, but acts like it's at 1. It shouldn't be doing this since I can run other source games on high on this laptop, but the laptop's mobility radeon 7500 just doesn't support pixel shader 1.1 so I need this for TF2.
Bump this! And also i want to ask: Do these options can help me to run TF2 on GeForce MX440 with AGP 8X (it's really old, i know) ?
Thanks for bumping this, I was wanting to try it out for a while.
[QUOTE=Ian;31403395]Thanks for bumping this, I was wanting to try it out for a while.[/QUOTE]
No problem for bumping. Problem is my crappy video card and i try to find solution.
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