Need help with ETQW Tweaks.


(brbrbr) #21

just try simply apply quality preset “low”, then, after ETQW restart[after request form ETQW], tweak it a bit, like add “2” to r_useThreadedRenderer cvar or ensure both “com_unlockFPS” and “com_unlock_timing_method” cvars was set to “1” and “2” respectively.

p.s.
dont use “0” timing metod in online gameplay.
this only increase you ping/lag and CPU saturation on level above acceptable for [transparent]ETQW netflow, cuz ETQW still send data on 30Hz/30FPSx times, whatever in appear on screen with “0” value, just try[with less than moderate success and horrific spatial artefacts ingame] to interpolate it both client-side and server-side.

p.p.s.
hardly not like ETQW without GFX beauties, available at r_megadrawmethod at “0” and some other tweaks like “image_usecompression” at “0” and “image_detaillevel” at “0”[against default 0.7"]as well as famous increase for viewdistannce by putting to “1.2” r_visDistMult cvar.
that, with help of AF16x and [especially]trilinear filtering[turn OFF optimisations in you GFX drivers. regardless GFX vendor you use] can make my heart beat louder sometimes[ingame].


(Breo) #22

What is the resolution of your screen :confused:


(SFH) #23

I set it to the lowest resolution 640 x 480 I think it is. Also here is my new autoexec.cfg just in case anyone can spot any problems:

seta com_showFPS “1”
seta com_allowconsole “1”
seta com_unlockFPS “1”
seta com_unlock_timingMethod “0”
seta com_unlock_maxFPS “60”
seta r_useThreadedRenderer “2”
seta image_filter “GL_LINEAR_MIPMAP_NEAREST”
seta image_useCompression “0”
seta g_decals “0”
seta r_detailTexture “0”
seta g_showPlayerShadow “0”
seta image_lodbias “1”
seta setMachineSpec “0”
seta r_skipstuff “1”
seta r_displayRefresh “60”
seta com_gpuSpec “0”
seta com_machineSpec “0”
seta r_megaDrawMethod “0”
seta r_skipMegaTexture “0”
seta g_skipIntro “1”
seta bse_simple “1”
seta bse_rateCost “1.0”
seta bse_rateLimit “1.0”
seta bse_detailLevel “0.5”
seta net_serverLicenseCodeFile “”
seta net_serverStoreLicenseCode “1”
seta net_useUPnP “1”
seta s_decompressionLimit “6”
seta net_httpProxyMode “1”
seta net_updateAutoExecute “1”
seta net_updateAutoDownload “1”
seta net_serverPunkbusterEnabled “1”
seta net_clientPunkbusterEnabled “1”
seta net_clientMaxRate “16000”
seta net_serverMaxClientRate “16000”
seta image_detaillevel “0”


(SFH) #24

I found out the problem. My r_useThreadedRenderer was set to 2 it was suppose to be set to 0. Now I get around 160 fps. Thanks everyone for offering their advice. I can now sleep easy.


(Dthy) #25

Hmm, mines set to 2 yet i still get 160-260 fps. Very weird


(Crytiqal) #26

r_useThreadedRenderer depends on how many CPU’s you have and also the settings in your nVidia driver.


(brbrbr) #27

little weird at lest.
on majority of systems[including two-core CPU systems], its have quite opposite effect.
but threaded renderer noticeable more buggy on some configurations[usually combinations of 3rd-party software or weird[non-mainstream]GFX driver version], but usually works.

actually this cvar defines, HOW ETQW client try to keep sync between rendered picture and rest of game engine.
“1” mean its sync at 30Hz. faster than default[single-threaded] “0” and almost safe as.
“2” mean sync-free mode. faster, but most buggy.

p.s.
ie, its not help you utilize you 4x, 6x , 8x CPU better if you set it to “4”, “6”, “8”, respectively :wink:
just treat all values, above “2” as “0”, skipping cvar alteration in gfx subsystem init/restart phase.


(murka) #28

Ah yes, some did say something about nvidia threading vs etqw threading, but the results couldn’t have been different than 10fps. Very weird how yours was so low with it.


(DrFunkenstein) #29

A couple of people did some extensive testing to figure out how the threaded rendering works, what influence it has and we came to some strange conclusions and posted about those on the old community forums.

I have an Nvidia card and people with ATI cards didn’t seem to have these problems, but there are situations were the in-game threaded rendering and the Nvidia threaded rendering seem to be fighting each other. This happens when the graphics card is the bottleneck. If that’s the case you are much better off when you switch to the threaded rendering in the Nvidia drivers and make sure it’s switched off in the game. Enabling both will really hurt the performance and the Nvidia threaded rendering seems to do a better job in general when the graphics card is the bottleneck.

If your CPU is the bottleneck, the in-game threaded rendering works slightly better then the Nvidia threaded rendering but the difference isn’t that big. If you have no clue what the actual bottleneck is in your system, your best bet is to rely on the threaded rendering in the Nvidia driver (set it to “auto”) and make sure r_useThreadedRenderer is set to “0” in the game.

If you want to experiment with this, try to find a graphics setting where a decrease or an increase in resolution will have a significant impact on your FPS.

I run the game at 1920x1080 and when I do a timedemo, my average FPS is 118. I basically use the “low quality” settings you can select from within the game, btw. No major fiddling with that from me. If I decrease the resolution to 1600x900, my average FPS increases to 120, but I wouldn’t call that a major improvement. With these settings, the CPU is the bottleneck.

If I select the “high quality settings” in the game, go to the “advanced settings”, change the lighting to “high”, enable “soft particles” and change the anti-aliasing to 4x, I get an average FPS of 71 at a resolution of 1920x1080. If I change the resolution to 1600x900, the average FPS will go up to 95. That’s a major change so I’d say the graphics card is the bottleneck with these settings.

Dr. Funkenstein


(Crytiqal) #30

Thanks DrFunkenstein, I will see if I aswell can tweak my performance aswell.


(brbrbr) #31

DrFunkenstein usually limiting[or completely disabling] pre-rendering frames on NVidia hardware helps alot in similar cases.