
Hello everyone!
It seems that quite a few players are having issues with low FPS in KZMod, which is definitely not what we want, especially since KZMod is designed to be played on computers capable of playing Counter-Strike. However, before I get to that I'd like to express how great it is to see this level of interest in the mod, as well as the amount of world record demos being submitted, those are really quite amazing to watch! Also, a shoutout to all these moviemakers who are making really great videos, nice one! It's our biggest wish that you guys have as much fun as possible playing our game, and by playing it you are making it feel very worthwhile for us, I express a sincere thank you to our community.
Now for the quick FPS improving tips:
Techniques to improve your FPS in KZMod!
The first thing I'd suggest is turning down the graphics settings (in the video options page of Options). This might seem obvious, but some people haven't tried setting everything to low before deciding the game is too laggy.
This might not be enough for some other computers, however. I'll take this opportunity to say that
FPS does not affect your movement in KZMod.
There has been a lot of talk about this, but unlike in the Half-Life 1 engine (Goldsrc), your FPS does not need to be limited to 100 for the game to function properly. KZMod's game code is designed to run the same regardless of your FPS, so as long as you have FPS high enough to be visually smooth (i.e. 60 or more), you should have a predictable and smooth game experience.
You don't need a "FPS config" or anything else to reduce the overall graphics quality in the source engine, nor do you need to turn off water rendering and so on. The game console command
mat_dxlevel controls the overall graphics quality of the game. The best way to set this is via changing the launch options. I'll explain how to get there for those who don't know:
- Go to the Steam library page, right click on Kreedz Climbing, and go to it's properties.
- Click on Set Launch Options.
Now that we are at the launch options, we can choose the DirectX level we want to run the game at. This doesn't change the system requirements of the game, it only affects the graphics quality. These are the following possible settings for this command that I know of:
- 95 - The best the engine has to offer.
- 90
- 81
- 80
- 70
- 60 - Getting pretty close to Half-Life 1 now.
My advice is to try each of these in sequence to see which one is best. Although you can change the setting ingame, it's best to do it out of game to avoid glitches. You set this in the Launch Options by adding the following:
+mat_dxlevel 95 (replace the 95 with your desired level). The plus is required. (For future reference, adding + executes a console command, so +net_graph 2 would turn the netgraph to mode 2. You can have multiple commands in the command line, but make sure you seperate them by a space).
That's my quick guide for you guys. You can turn off water rendering in the Advanced Options if necessary, but I strongly suggest you try lowering the dxlevel - low-dxlevel water (known as "cheap" water to mappers) costs very little FPS to render, so you can keep the water! Expensive water does reflection and refraction which can be difficult for old computers.
Edit: You can also use the
-dxlevel 95 launch option, but this also modifies your graphics settings in the Options page, and also changes the default resolution. mat_dxlevel does not change these things, only the shaders the game uses and other low-level graphics.
Some FPS configs do actually make a difference, they turn off things like rope rendering, water rendering and so on, which can help regain some FPS. For most users though, reducing the value of mat_dxlevel should solve any FPS problem they have - there is no need to eliminate ropes and so on.
While we are here, I'll also quickly tell you all of another command: You can turn off the art tool dots by using
rrdecal_maxdistance 0. This command sets the distance in units that you will see art tool dots at. Higher numbers make you able to see them further away, setting at 0 turns off the art tool dots entirely (the command defaults at 3000 units).
rrdecal_mindistance sets the minimum distance you need to be from art tool dots to see them, this makes them disappear when you get close, userful if they were covering a jump.
Thanks again for playing everyone, hope you found this guide useful!