Recently there are many issues with the performance in the game like memory leak, Vram leak and no proper use of pc resource to run the game

swaraj

New member
My pc specs
CPU: ryzen 5 4600h
GPU: gtx 1650
RAM: 16GB
No heating issues because I change my thermal paste in 3 months and clean my pc

Late game the issue escalates more so I am following the piggy's configuration so that I can get better fps with better visual clarity
I am posting it here so that valve developers can get a bit of idea about optmization

Video.cfg file
  1. "setting.defaultres" "2560" // Change to your res | 1920
  2. "setting.defaultresheight" "1440" // Change to your res | 1080
  3. "setting.recommendedheight" "1440" // Change to your res | 1080
  4. "setting.refreshrate_numerator" "360" // Change to your monitor hz: 144Hz | 240Hz ect
  5. "setting.refreshrate_denominator" "1"
  6. "setting.fullscreen" "1" // 0 = Borderless, 1 = Exclusive Fullscreen
  7. "setting.nowindowborder" "1"
  8. "setting.fullscreen_min_on_focus_loss" "1"
  9. "setting.monitor_index" "0"
  10. "setting.high_dpi" "0"
  11. "setting.aspectratiomode" "0"
  12. "setting.cpu_level" "2" // 2 = best balance on modern CPUs. Lower to 0–1 only if CPU is weak or you get stutter.
  13. "setting.mem_level" "0"
  14. "setting.gpu_mem_level" "2" // 0 = very low VRAM (≤4GB) 1 = medium (4–6GB) 2 = high (6GB+ recommended)
  15. "setting.gpu_level" "3" // Higher values improve batching on modern GPUs. Use 0–1 ONLY if GPU is constantly 95–100% loaded.
  16. "setting.mat_vsync" "0"
  17. "setting.r_low_latency" "1"
  18. "setting.fps_max" "0" // Change to cap fps (Leave at 0 if using RTSS) or do +3 fps above Hz like 243 if 240hz
  19. "setting.mat_viewportscale" "1" // Lower this to change the ingame render scaling (0.90 = 90% render scale ect)
  20. // =============================================================
  21. "setting.r_citadel_antialiasing" "0"
  22. "setting.r_citadel_upscaling" "0"
  23. "setting.r_effects_bloom" "false"
  24. "setting.r_post_bloom" "false"
  25. "setting.r_depth_of_field" "false"
  26. "setting.r_citadel_motion_blur" "0"
  27. "setting.r_reduce_flash" "1"
  28. "setting.r_citadel_shadow_quality" "0"
  29. "setting.csm_max_shadow_dist_override" "0"
  30. "setting.csm_viewmodel_shadows" "0"
  31. "setting.lb_enable_shadow_casting" "false"
  32. "setting.lb_dynamic_shadow_resolution" "false"
  33. "setting.r_arealights" "false"
  34. "setting.r_citadel_ssao_quality" "0"
  35. "setting.r_citadel_distancefield_ao_quality" "0"
  36. "setting.volume_fog_width" "16"
  37. "setting.volume_fog_height" "16"
  38. "setting.volume_fog_depth" "8"
  39. "setting.shaderquality" "0"
  40. "setting.r_displacement_mapping" "0"
  41. // ==================================
  42. "setting.r_texture_stream_mip_bias" "4" // 4 is the highest you can go without adding sinner light mod (8 is the lowest aka roblox)
  43. // ==================================
  44. "setting.r_particle_max_detail_level" "0"
  45. "setting.r_particle_shadows" "0"
  46. "setting.r_particle_cables_cast_shadows" "0"
  47. "setting.r_particle_depth_feathering" "false"
  48. "setting.r_citadel_half_res_noisy_effects" "true"
  49. "setting.cl_particle_fallback_base" "8"
  50. "setting.cl_particle_fallback_multiplier" "5"
  51. "setting.r_citadel_outlines" "1"
  52. "setting.r_fullscreen_gamma" "2.2"
  53. }

    gameinfo.gi in convars

  54. r_aspectratio 2 // Forces higher aspect ratio (stretched view, wider perceived FOV)
  55. // -------------Delete this part if you care about lighting --------------------------
  56. r_directlighting 0 // Disables direct dynamic lighting calculations
  57. lb_enable_shadow_casting 0 // Prevents lights from casting shadows (removes shadow map passes)
  58. lb_enable_dynamic_lights 0 // Disables runtime lights from abilities, explosions, etc.
  59. lb_enable_stationary_lights 0 // Disables hybrid stationary lights
  60. // -------------------------------------------------------------------------------------
  61. lb_csm_draw_alpha_tested 0 // Disables alpha-tested shadow rendering
  62. lb_csm_draw_translucent 0 // Disables translucent shadow rendering
  63. csm_max_shadow_dist_override 0 // Forces shadow rendering distance to zero
  64. sc_disable_spotlight_shadows 1 // Disables spotlight shadow calculations
  65. sc_disable_shadow_materials 1 // Prevents expensive shadow materials from rendering
  66. cl_globallight_shadow_mode 0 // Forces lowest global shadow mode
  67. sparseshadowtree_enable_rendering 0 // Disables sparse shadow tree system
  68. sparseshadowtree_disable_for_viewmodel 1 // Prevents viewmodel from using sparse shadows
  69. r_distancefield_enable 1 // Enables distance fields required for hero outlines
  70. r_citadel_outlines 1 // Enables enemy outlines for better visibility
  71. r_citadel_distancefield_farfield_enable 0 // Disables long-range distance field calculations
  72. r_citadel_npr_outlines_max_dist 600 // Limits outline rendering distance
  73. r_enable_volume_fog 0 // Disables volumetric fog rendering
  74. r_enable_gradient_fog 0 // Disables gradient fog
  75. r_enable_cubemap_fog 0 // Disables cubemap fog
  76. r_draw3dskybox 0 // Disables distant 3D skybox rendering
  77. r_world_wind_strength 0 // Disables environmental wind animation
  78. sv_waterdist 0 // Reduces water rendering distance
  79. r_drawparticles 1 // Keeps particle effects enabled for gameplay clarity
  80. r_RainParticleDensity 0 // Removes rain particle effects
  81. r_physics_particle_op_spawn_scale 0 // Prevents physics-based particle spawning
  82. r_particle_model_new8 0 // Disables newer particle models
  83. citadel_npc_force_animate_every_tick false // Allows engine to skip NPC animation updates to reduce CPU load
  84. cl_ragdoll_limit 1 // Limits number of ragdolls active at once
  85. ragdoll_parallel_pose_control 1 // Enables multithreaded ragdoll simulation
  86. r_character_decal_resolution 1 // Low-resolution character decals
  87. r_drawmodeldecals 0 // Disables model decals
  88. r_decals 16 // Limits total decals in the world
  89. skeleton_instance_lod_optimization 1 // Enables model LOD optimization
  90. sc_clutter_enable 0 // Disables small clutter props
  91. r_size_cull_threshold 1.2 // Aggressive object culling threshold
  92. r_drawropes 0 // Disables rope rendering
  93. rope_collide 0 // Disables rope collision physics
  94. rope_subdiv 0 // Removes rope subdivisions
  95. rope_wind_dist 0 // Disables rope wind simulation
  96. r_ropetranslucent 0 // Disables translucent ropes
  97. r_grass_quality 0 // Lowest grass quality
  98. r_grass_start_fade 0 // Grass fades immediately
  99. r_grass_end_fade 0 // Grass not rendered at distance
  100. panorama_disable_box_shadow 1 // Disables UI box shadows
  101. panorama_max_overlay_fps 0 // Uncaps overlay UI FPS
  102. panorama_max_fps 0 // Uncaps UI FPS
  103. rate 786432 // Maximum network bandwidth
  104. cl_predict 1 // Enables client prediction
  105. cl_smooth 0 // Disables view smoothing to reduce input delay
  106. mat_colorcorrection 1 // Enables color correction
  107. // -----------------------Testing-----------------------
  108. r_texture_budget_update_period 0.5 // Updates texture streaming budget more often to reduce asset-loading stutters
  109. r_particle_parallel_simulation 1 // Lets particle simulation run on multiple CPU threads for better 1% lows in heavy fights
  110. r_particle_batch_simulate 1 // Batches particle simulation work for smoother frametimes and less CPU overhead
  111. threadpool_thread_limit 0 // Allows the engine to use all available worker threads (helps most on 8+ core CPUs)
  112. engine_low_latency_sleep_after_client_tick 0 // Prevents extra engine sleep between frames for more consistent frametimes at the cost of slightly higher CPU usage

    I think optmization is important in this game for players to play it properly
 
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