I can’t really tell you what is wrong because it just exits the game. I cannot check console when it happens, unless there is a log I am unaware of (I don’t believe there is).
I am indeed way below system requirements, but I use heavy FPS configs which bring the FPS up to 60+ 24/7.
I have attached my FPS configuration. I am also using DX 8 if that helps. (I have already went back to DX 9 and it didn’t help):
[code]// Unexplained crashes? Try changing mat_queue_mode to `-1’.
// ----------------------------------------------------------------------------
// Chris’ maxframes config, designed to get you a large performance boost
// v2.004 | 11 October 2011 | fakkelbrigade.eu/chris/configs/
// ----------------------------------------------------------------------------
// Problems or questions? Contact me at #christf2 on QuakeNet.
// ----------------------------------------------------------------------------
// Launch options:
// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
// Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
// Remove -dxlevel 81 from the launch options after the first launch!
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// FPS cap
// ----------------------------------------------------------------------------
// The primary benefit of an FPS cap is to make the FPS more stable, other than
// that, it doesn’t do a lot. A moderate, consistent framerate is much more
// desirable than a variable but sometimes high framerate. A common
// misconception is that if any more frames are generated than your monitor can
// display, they are useless. This is wrong – frames are used for much more
// than mere display, and affect the way the game feels well past your
// refresh rate.
//
// This FPS cap should always be set to a value higher than cl_cmdrate' in // any case, or the discrepancy between clientside frame generation and frames // to be sent to the server will no doubt cause you many a headache, especially // when it comes down to hit registration. Other than that, I recommend // for everyone to use the value
132’ (2*66), as long as you can generally
// keep that value stable without regular drops.
// ----------------------------------------------------------------------------
//fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
fps_max 0
cl_showfps 0 // Show unsmoothed FPS meter
// ----------------------------------------------------------------------------
// Net settings
// ----------------------------------------------------------------------------
// Whilst net settings perhaps aren’t an integral part of an FPS config, they
// are a fact of life in competitive TF2, and as such, they are included here.
//
// A common question I am asked – what defines whether a good connection is
// good or bad? Mostly personal preference. If you’re not willing to make the
// choice, try both and see which is better for you.
//
// Generally, meeting both of the following conditions would classify it as a
// good connection:
//
// - Ping of <80 to the average server you join
// - Generally no/negligible choke/loss (can be checked with net_graph') // // There's some pretty good documentation on this here: // https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking // // Uncomment (remove the
//’ from) one of the groups if you want to use them.
// ----------------------------------------------------------------------------
// Good connection
cl_cmdrate 100
cl_interp 0.0152
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 100
rate 20000
ex_interp 0.010
// Bad connection
//cl_cmdrate 40
//cl_interp 0.025
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 40
//rate 35000
// ----------------------------------------------------------------------------
// Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these are disabled on war servers due to `sv_pure 2’
// anyway, so if you play competitive TF2, this won’t help you.
// ----------------------------------------------------------------------------
// Disable sprays
//cl_playerspraydisable 1
//r_spray_lifetime 0
// Enable sprays – uncomment this section if you want these settings
cl_playerspraydisable 0
r_spray_lifetime 2
// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------
// Disable shadows
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
// Enable shadows – uncomment this section if you want these settings
//mat_shadowstate 1
//r_shadowmaxrendered 11
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
// competitive TF2 players to see opponents standing
// near the other side of a wall. You may see some
// performance loss from setting this to `1’.
//r_shadows 1
// ----------------------------------------------------------------------------
// Facial features
// ----------------------------------------------------------------------------
// Disable facial features
//r_eyes 0
//r_flex 0
//r_lod 2
//r_rootlod 2
//r_teeth 0
// Enable facial features – uncomment this section if you want these settings
r_eyes 1
r_flex 1
r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
r_rootlod 1
r_teeth 1
flex_rules 1
flex_smooth 1
// ----------------------------------------------------------------------------
// Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------
// Disable ragdolls
//cl_ragdoll_fade_time 0
//cl_ragdoll_forcefade 1
//cl_ragdoll_physics_enable 0
//g_ragdoll_fadespeed 0
//g_ragdoll_lvfadespeed 0
//ragdoll_sleepaftertime 0
// Enable ragdolls – uncomment this section if you want these settings
cl_ragdoll_fade_time 15
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1
g_ragdoll_fadespeed 600
g_ragdoll_lvfadespeed 100
ragdoll_sleepaftertime “5.0f”
// ----------------------------------------------------------------------------
// Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------
// Disable gibs
//cl_phys_props_enable 0
//cl_phys_props_max 0
//props_break_max_pieces 0
//r_propsmaxdist 1
//violence_agibs 0
//violence_hgibs 0
// Enable gibs – uncomment this section if you want these settings
cl_phys_props_enable 1
cl_phys_props_max 128
props_break_max_pieces -1
r_propsmaxdist 1000
violence_agibs 1
violence_hgibs 1
// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don’t want to mess
// with this.
// ----------------------------------------------------------------------------
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_new_impact_effects 0
cl_show_splashes 0
func_break_max_pieces 0
glow_outline_effect_enable 0 // Cart glow effect.
lod_transitiondist 0
mat_antialias 1 // 1 = off, I get too many questions about this
mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange shine' effect to appear on all players. mat_colorcorrection 0 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_envmapsize 32 mat_envmaptgasize 16 mat_filterlightmaps 0 mat_filtertextures 0 mat_forceaniso 1 // See my comment on
mat_antialias’.
mat_hdr_level 0
mat_max_worldmesh_vertices 1024
mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 2 // Higher = more mipmapping. Without sv_cheats 1', you're looking // at a range from -1 to 2, -1 being the best quality, 2 being the // worst. mat_reducefillrate 1 mat_reduceparticles 1 mat_specular 0 // Controls specularity. Setting this to 0 will make ubers // non-shiny, and will remove some specular effects from in-game // entities which support it. Setting this to 1 on dx8 will // result in some strange
fire’ textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear 0
mat_wateroverlaysize 1
mp_decals 300 // 9' is a good value to still see the spread pattern from a // scattergun without any real performance loss. r_3dsky 0 r_ambientboost 0 r_ambientfactor 0 r_ambientmin 0 r_avglight 0 r_cheapwaterend 1 r_cheapwaterstart 1 r_decals 300 r_decalstaticprops 0 r_decal_cullsize 15 r_dynamic 0 r_flashlightdepthtexture 0 r_lightaverage 0 r_maxdlights 1 // Specifies the maximum number of dynamic lights visible. // High values may cause significant performance loss in combat. r_propsmaxdist 0 r_renderoverlayfragment 0 r_staticprop_lod 4 r_waterdrawreflection 0 r_waterdrawrefraction 1 r_waterforceexpensive 0 r_waterforcereflectentities 0 r_worldlights 0 rope_averagelight 0 rope_collide 0 rope_rendersolid 0 rope_shake 0 rope_smooth 0 rope_subdiv 0 rope_wind_dist 0 tf_particles_disable_weather 1 // Disable weather effects on maps supporting // it, for example, setting this to
1’
// disables rain effects on *_sawmill.
violence_ablood 0
violence_hblood 0
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_disablehtmlmotd 0
mat_clipz 1 // FX card users should set this to 0
//m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
// silly incompatibility with the Xfire overlay. You should use
// it if you can!
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1’ autodetects hardware support for this
// feature, which is safer than forcing it.
// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I’d be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
dsp_enhance_stereo 0
snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
// helpful in the past, as it seems to (for whatever
// reason) reduce the number of TDRs experienced during
// gameplay. There’s some pretty good information on
// TDRs (nerds only) here:
// https://forums.nvidia.com/index.php?showtopic=65161
snd_pitchquality 0
snd_spatialize_roundrobin 1
// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
// defines the threading method to be used by the material
// system. It has been unstable to use in the past, but
// nowadays it’s generally okay.
//
// Here are the possible values:
// -2 legacy default
// -1 default
// 0 synchronous single thread
// 1 queued single thread
// 2 queued multithreaded
//
// If you have problems with the value 2', try setting it to //
-1’.
//
// As an aside, there are quite a few bugs in the demo system
// that occur when mat_queue_mode is set to a value that is
// not `-1’. If you intend to do work with the demo system,
// maybe you should change this.
//
// In previous FPS configs I explicitly stated some threading
// settings. If there has been one thing I have learned, it’s
// best just to leave them well alone. What works for most
// often leads to completely unreproducable errors being
// reported.
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_forcepreload 1 // Force preloading
// ----------------------------------------------------------------------------
// Print to console
// ----------------------------------------------------------------------------
clear
echo “-------------------------------------------------------”
echo " Chris’ maxframes config loaded. "
echo “-------------------------------------------------------”
echo “Please direct all comments/queries/whatnot to”
echo “#christf2 on QuakeNet.”
echo “”
echo “-------------------------------------------------------”
echo " Memory stats "
echo “-------------------------------------------------------”
memory
echo “”
echo “-------------------------------------------------------”
echo " Code support "
echo “-------------------------------------------------------”
r_3dnow
r_sse2
echo “-------------------------------------------------------”[/code]
It’s the same one I use for TF2, but that shouldn’t make a difference.
Thanks!