- Joined
- May 21, 2008
- Messages
- 23
I'm writing this post partly to seek help but mostly to vent. You see, after some trial and error, I had the "mat_queue_mode 2" parameter in my autoexec.cfg working for me perfectly. The trick for me was merely forcing "threaded optimization" to "on" for tf2 in my Nvidia control panel (why the option even exists I have no idea, as it explicitly controls an important setting for my cpu and NOT my graphics card). My framerate sky-rocketed and I no longer had any sort of client-side rendering problems. Coupled with a few tweaks to optimize my network settings and I could play tf2 with things happening in real time on my screen. Words cannot describe the joy of not having anymore pyros teleporting to my position, targets dying that I wasn't aiming at, or firing into groups of enemies and not hitting anything.
And then the update came...
According to its description, it "fixed mat_queue_mode crash during level transitions" and "optimized particle traces on multi-core machines," among other things. Unfortunately, from the time of the patches implementation I have not finished a single round without my tf2 client crashing. I suppose I could just disable it (setting it to "mat_queue_mode -1"), but I hate entering a battle and having the framerate slow way down because too much is happening on my screen; I suck enough without my comp making it more difficult.
Any ideas?
And then the update came...
According to its description, it "fixed mat_queue_mode crash during level transitions" and "optimized particle traces on multi-core machines," among other things. Unfortunately, from the time of the patches implementation I have not finished a single round without my tf2 client crashing. I suppose I could just disable it (setting it to "mat_queue_mode -1"), but I hate entering a battle and having the framerate slow way down because too much is happening on my screen; I suck enough without my comp making it more difficult.
Any ideas?








