FPS drops in Tf2

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FPS drops in Tf2

Postby Mishkabljat on Mon May 10, 2010 4:31 pm

yep... my fps drops to 25~ (i cap it at 60) when YOU GUYS start shooting :< even if i play on the lowst settings @ 800x600. but when the server is empty, i can hit 300fps on the highst settings @ 1680x1050 (with AA and that other thing... :\ and if i dont cap the fps ofc)

updated my video card driver's, defraged my HD, no virus's and stuff...

this is my pc btw :

q8200
gtx275
4GB of rawr
and XP sp3

nothing is overheating (ze videocard temp is 54c when i play, ze CPU temp is... 49c~)

what should i do ? ( please dont say "buy a new pc" ) :|

my fail english ... sorry :<


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Re: FPS drops in Tf2

Postby LuckyNV on Mon May 10, 2010 4:51 pm

if you go into device manager and disable your sound device do you still get the same fps drops?
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Re: FPS drops in Tf2

Postby Mishkabljat on Mon May 10, 2010 6:23 pm

i did that. and it still drops, but only down to 50~45 fps + no sound :D


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Re: FPS drops in Tf2

Postby `666 on Fri May 14, 2010 10:41 pm



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Re: FPS drops in Tf2

Postby z8jay on Tue May 18, 2010 12:51 pm

I had similar problems but it's fine now, after using this config. I got it from googling - i'll leave all the credits in there from the guy who made it.

Code: Select all
// m0reoe @ qnet : http://m0re.nocrits.com/
//  _______________
// |   READ THIS   |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// move autoexec.cfg -> x:\Steam\steamapps\<user name>\team fortress 2\tf\cfg
// clear config.cfg, dont clear bind commands
//  _______________
// |    DXLEVEL    |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Use dxlevel 80 or 81, IF you prefer dxlevel 90 or don't know how to set DX80, change mat_bumpmap to 1
// right click TF2 > properties > launch options > -dxlevel 80 or 81
//  ____________________
// |   LAUNCH OPTIONS   |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -heapsize      ;; system memory/2 (x 1024) | [ 2048 / 2 (x 1024) =  1048576]
// -noforcemspd   ;; Use desktop mouse speed settings.
// -noforcemaccel ;; Use desktop mouse acceleration settings.
// -window        ;; This enables tf2 to start in a window mode, instead of fullscreen.
// -full          ;; This runs tf2 in full screen mode.
// -freq          ;; Set the Refresh Rate
// -nocrashdialog ;; Suppresses some memory could not be read unhandled errors.
// -dev           ;; Enables developer mode. Also disables the automatic loading of menu background maps and stops the quit dialog from appearing on exit.
//  ___________________________________
// |    DEFAULT CONFIGS - AUTOCONFIG   |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -autoconfig
// right click TF2 > properties > launch options > -autoconfig
// Restores video and performance settings to default for the current hardware detected. Ignores settings inside any .cfg files until this parameter is removed.
//  _________________________________________________
// |   DONT TOUCH UNLESS YOU KNOW WHAT YOURE DOING   |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//  _______________
// |      NET      |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
rate                                              "30000" // Max bytes/sec the host can receive data.
cl_cmdrate                                        "66"    // Number of command pakets sent to the server per second.
cl_interp                                         "0.02"  // Interpolate x seconds from game (0.02 = 20ms)
cl_lagcompensation                                "1"     // Perform server side lag compensation of weapon firing events.
cl_updaterate                                     "66"    // Number of packets per second you are requesting from the server.
cl_smooth                                         "0"     // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime                                     "0.01"  // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_interp_threadmodeticks                         "0"     // Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_pred_optimize                                  "2"     // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_interp_ratio                                   "1"     // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
//  _______________
// |      MAT      |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
mat_queue_mode                                    "-1"     // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
mat_aaquality                                     "0"
mat_antialias                                     "0"     // Anti-aliasing on(1,2,4,8)/off(0)
mat_autoexposure_max                              "0"
mat_autoexposure_min                              "0"
mat_alphacoverage                                 "0"
mat_bumpmap                                       "0"     // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
mat_bloomscale                                    "0"
mat_bloom_scalefactor_scalar                      "0"
mat_bufferprimitives                              "1"
mat_clipz                                         "1"
mat_colorcorrection                               "0"
mat_compressedtextures                            "1"
mat_disable_bloom                                 "1"
mat_disable_fancy_blending                        "1"
mat_disable_lightwarp                             "1"
mat_disable_ps_patch                              "1"
mat_debugdepthval                                 "0"
mat_debugdepthvalmax                              "0"
mat_diffuse                                       "1"
mat_envmapsize                                    "0"
mat_envmaptgasize                                 "0"
mat_fastspecular                                  "1"
mat_fastnobump                                    "0"
mat_filterlightmaps                               "1"
mat_filtertextures                                "1"
mat_forceaniso                                    "0" // change to 0 if you notice lower fps
mat_forcehardwaresync                             "0"
mat_forcemanagedtextureintohardware               "0"
mat_framebuffercopyoverlaysize                    "0"
mat_hdr_enabled                                   "0" // Report if HDR is enabled for debugging
mat_hdr_level                                     "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_maxframelatency                               "0"
mat_max_worldmesh_vertices                        "0"
mat_mipmaptextures                                "1"     // texture quality decreases with distance
mat_non_hdr_bloom_scalefactor                     "0"
mat_parallaxmap                                   "1"
mat_picmip                                        "2"     // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
mat_reducefillrate                                "1"     // Reduces fill rate used.
mat_shadowstate                                   "0"
mat_software_aa_blur_one_pixel_lines              "0"
mat_software_aa_strength                          "0"
mat_software_aa_strength_vgui                     "0"
mat_software_aa_tap_offset                        "0"
mat_softwarelighting                              "0"
mat_specular                                      "1"
mat_trilinear                                     "0" // Disables the use of Trilinear mipmapping.
mat_use_compressed_hdr_textures                   "0"
mat_wateroverlaysize                              "0" // Sets the resolution of water distortion. Must be multiple of 8.
//  _______________
// |     SOUND     |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// snd_mixahead                                      "0.1"
// dsp_enhance_stereo                                "0"
// dsp_volume                                        "1"
// dsp_slow_cpu                                      "1"
// dsp_spatial                                       "40"
// dsp_speaker                                       "50"
// dsp_water                                         "14"
// soundscape_flush                                  "1" // Flushes the server & client side soundscapes
//  _______________
// |     GIBS      |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
violence_agibs                                    "0" // Show alien gib entities
violence_hgibs                                    "0" // Show human gib entities
violence_hblood                                   "0" // Draw human blood
violence_ablood                                   "0" // Draw alien blood
//  _______________
// |       R_      |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
r_ambientboost                                    "0"
r_ambientmin                                      "0"
r_ambientfactor                                   "0"
r_bloomtintg                                      "0"
r_bloomtintb                                      "0"
r_bloomtintexponent                               "0"
r_bloomtintr                                      "0"
r_cheapwaterend                                   "1" // End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart                                 "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_drawflecks                                      "0"
r_decals                                          "0"
r_decal_cullsize                                  "0" // Decals under this size in pixels are culled // _lower texture quality at distance_
r_decalstaticprops                                "0" // Decal static props test
r_dopixelvisibility                               "0"
r_drawbatchdecals                                 "0"
r_drawmodeldecals                                 "0"
r_dynamic                                         "0"
r_eyes                                            "0"
r_flex                                            "0"
r_forcewaterleaf                                  "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_hunkalloclightmaps                              "0"
r_lightcache_zbuffercache                         "0"
r_lightaverage                                    "0"
r_lod                                             "2" // _adjusts model quality--set between -5 and 5_
r_maxdlights                                      "0"
r_maxmodeldecal                                   "0"
r_maxnewsamples                                   "0"
r_maxsampledist                                   "0"
r_minnewsamples                                   "0"
r_fastzreject                                     "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_occlusion                                       "1" // Activate/deactivate the occlusion system.
r_PhysPropStaticLighting                          "0"
r_queued_decals                                   "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing                          "1"
r_renderoverlayfragment                           "0"
r_rootlod                                         "2" // Root LOD
r_ropetranslucent                                 "0"
r_drawdetailprops                                 "0"
r_spray_lifetime                                  "0" // Number of rounds player sprays are visible
r_shadowmaxrendered                               "12" // Max shadows the game will render.
r_shadowrendertotexture                           "1" // Rendered the shadow texture causing it to match the player model.
r_3dnow                                           "1" // Enable/disable 3DNow code
r_3dsky                                           "0" // Enable the rendering of 3d sky boxes
r_sse2                                            "1" // Enable/disable SSE2 code
r_shadows                                         "1"
r_teeth                                           "0"
r_threaded_client_shadow_manager                  "1"
r_threaded_particles                              "1"
r_threaded_renderables                            "1"
r_unloadlightmaps                                 "0" // 0 because of alt tabbing causes black walls
r_worldlights                                     "0" // number of world lights to use per vertex
r_waterdrawreflection                             "0" // 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                             "1" // If set to 0, 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" // 1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities                       "0" // 1 = High (reflect all), 0 = Low
//  _______________
// |      CL_      |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
cl_clearhinthistory                               "1" // Clear memory of client side hints displayed to the player
cl_detaildist                                     "0" // Distance at which detail props are no longer visible (1200)
cl_detailfade                                     "0"
cl_drawmonitors                                   "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
cl_ejectbrass                                     "0" // Disables brass ejection
cl_forcepreload                                   "1" // Forces the game to load all texture and model information into memory on map load.
cl_muzzleflash_dlight_1st                         "0"
cl_phys_props_enable                              "0"
cl_phys_props_max                                 "0" // Maximum amount of physics props allowed.
cl_predictweapons                                 "1" // perform client side prediction of weapon effects.
cl_predict                                        "1" // Perform client side prediction.
tf_playergib                                      "0"
cl_showhelp                                       "0" // Set to 0 to not show on-screen help
cl_showpluginmessages                             "0" // Allow plugins to display messages to you
cl_show_splashes                                  "0"
cl_rumblescale                                    "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_debugrumble                                    "0" // Turn on rumble debugging spew
cl_playerspraydisable                             "1"
cl_threaded_bone_setup                            "0"
cl_threaded_client_leaf_system                    "0"
cl_ragdoll_collide                                "0"
cl_ragdoll_fade_time                              "0"
cl_ragdoll_physics_enable                         "0"
cl_ragdoll_forcefade                              "1"
//  _______________
// |     ROPES     |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
rope_averagelight                                 "0" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide                                      "0" // Collide rope with the world
rope_smooth_enlarge                               "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth                                       "0" // Do an antialiasing effect on ropes
rope_subdiv                                       "0" // Rope subdivision amount
rope_wind_dist                                    "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
//  _______________
// |     MISC      |
//  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
sv_forcepreload                                   "1" // forces preload to help increase performance
jpeg_quality                                      "100" // jpeg screenshot quality.
mat_monitorgamma                                  "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
commentary                                        "0" // Desired commentary mode state.
budget_show_history                               "0" // turn history graph off and on. . good to turn off on low end
g_ragdoll_fadespeed                               "0"
g_ragdoll_lvfadespeed                             "0"
flex_smooth                                       "1" // Applies smoothing/decay curve to flex animation controller changes.
props_break_max_pieces                            "0" // Maximum prop breakable piece count (-1 = model default)
r_propsmaxdist                                    "1"
prop_active_gib_limit                             "0"
func_break_max_pieces                             "3"
showhitlocation                                   "1"
mp_decals                                         "0" // How many player sprays will be shown.
gl_clear                                          "0"
muzzleflash_light                                 "0"
lod_transitiondist                                "0"
overview_mode                                     "0" // Sets overview map mode off,small,large: <0|1|2>
adsp_debug                                        "0"
mp_usehwmmodels                                   "0"
mp_usehwmvcds                                     "0"
tf_particles_disable_weather                      "1"

exec settings.cfg
exec binds.cfg
clear
echo
echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"
echo "|m0refps : http://m0re.nocrits.com/ |"
echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"


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z8jay
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Player: z8jay
STEAM_0:0:929294
 
Posts: 87
Joined: Tue May 18, 2010 12:45 pm



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Re: FPS drops in Tf2

Postby Mishkabljat on Mon May 24, 2010 9:10 am

the config didnt help :|

i dont see any diference betwin playing on low @ 800x600 and playing on high with mat_picmip -10 @ 1680x1050.

i think its my cpu...


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Mishkabljat
Regular Member
 
Player: Lehavoth
STEAM_0:0:8257616
 
Posts: 78
Joined: Thu Mar 04, 2010 5:55 pm
Location: Israel



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Re: FPS drops in Tf2

Postby z8jay on Tue Jun 08, 2010 2:04 am

Are you running in DirectX 8.1? Made a massive difference for me.

I think it is very CPU dependent though.
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Re: FPS drops in Tf2

Postby Flawless on Tue Jun 08, 2010 2:08 am

Mishkabljat wrote:i dont see any diference betwin playing on low @ 800x600 and playing on high with mat_picmip -10 @ 1680x1050.

Then there is something very wrong with your system as that would make such a huge difference, like a prop plane compared say... with concord.
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Re: FPS drops in Tf2

Postby Mishkabljat on Tue Jun 08, 2010 1:16 pm

heh ^_^ i've asked about this on few formes and... nobody knows whats the problem. well some said that i should try to OC my cpu but thats impossible coz of my shity mobo ( there is no way to increase the voltage for the cpu :| )

so i think my only solution is to buy a normal mobo (maybe ill have to buy a fan too) and OC it. (do you guys think a 500w psu will do ?) but its not gonna happen soon :|


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Re: FPS drops in Tf2

Postby Flawless on Tue Jun 08, 2010 3:15 pm

OC'ing it is pointless. That will not help what is causing this. If you see no difference in FPS between those settings then it's something completely different.
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Re: FPS drops in Tf2

Postby Mishkabljat on Tue Jun 08, 2010 4:12 pm

like what


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Re: FPS drops in Tf2

Postby WAR on Tue Jun 08, 2010 4:19 pm

Does this only happen in tf2?
TC- you sir, are one pain in the ass!
Imp- you've been offline for a while and you dont have a life. i am confused.
Kan- War is annoying to play against I will agree, but he isn't cheating.


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Re: FPS drops in Tf2

Postby Mishkabljat on Tue Jun 08, 2010 7:14 pm

well... Oblivion runs crapy. played COD4 few days ago and it felt like the whole game was underwater. metro 2033 (or whatever the year is) runs ok on max until i see someone or i shoot at someone\something. ( same thing happes when i play on low)

hm... in boarderlands i get 55-65 fps on max without aa and without the better looking shadows (when i turn the aa on few things ingame become purple :| and my fps drops down to 30)

not sure about dod:s, gonna have to try it.


i need more games :\


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Re: FPS drops in Tf2

Postby Flawless on Thu Jun 10, 2010 4:18 pm

It will be related to some piece of hardware or software bottlenecking your system. All them games should be highly playable for you.
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Re: FPS drops in Tf2

Postby Mishkabljat on Fri Jun 11, 2010 9:02 am

:\

well, im going to do a fresh windows install next week... going to try out win7 for the first time (thinking about the 64bit one) and see whats what.


btw :

http://img815.imageshack.us/img815/6940 ... nal000.jpg

http://img810.imageshack.us/img810/6940 ... nal000.jpg


edit : installing win 7 64bit didnt help.


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