UI bug -- Enemy healthbars not appearing

virtualshelf124

New member
Enemy healthbars don't seem to appear properly in both Street Brawl and normal game. Makes it difficult to tell who's an enemy or not. I play on low graphics settings (All low, FSAA upscaling.) so possibly related to that as none of my friends have the issue. Also not using the alternate healthbars, just the default ones.

Also possible they're being occluded by other elements, since when they are behind a Seven ball I also noticed the parts that were covered disappeared.

Thanks!

Edit: Forgot to say it's not all the time, sometimes they appear just fine, other times they aren't visible at all.
 
Hey, I'm having the same issue, the HP bars keep appearing and disappearing depending on the camera and hero angle, and from what I tested at least in my settings its because of the Render Quality Bar on the video settings, if its below 100% it starts bugging. (I normally use it on 67%, but when I put it to 100% the HP stop bugging, but that costs a huge FPS amount on my PC making it kinda unplayble.)

Hope it gets some attention...
 
Same issue, started with old gods update.
When below 100% render quality, the enemy health bar gets covered by a transparent UI element around your hero, happens when playing every hero to different degrees (some cover the whole screen while some like lady geist only have a single line going up).
Hoping it gets fixed soon because its very impactful and annoying.
 

Attachments

idk why but when using this config, it fixed that wrongly occluded healthbar issue, idk which cvar that fixes it


// ===== FPS & PERFORMANCE =====
"fps_max" "1000"
"fps_max_ui" "120"
"mat_queue_mode" "2"

// ===== DAMAGE NUMBERS & UI =====
"citadel_boss_glow_disabled" "1" // Boss highlights
"citadel_damage_indicator" "0"
"citadel_damage_overlay" "0"
"citadel_damage_report_enable" "1" // Damage report, enable 1 to see report
"citadel_damage_screen_effects" "0"
"citadel_damage_text_show_effectiveness" "0" // Damage effectiveness in text
"citadel_enemy_glow_enabled" "0"
"citadel_hud_objective_health_enabled" "2" // 0=Off, 1=Shrines, 2=T1/T2, 3=Barracks 0 = off, 1 = shrines, 2 = T1/T2, 3 = barracks
"citadel_minimap_draw_fow" "0" // Fog of war on map
"citadel_minimap_show_hitboxes" "0" // Hitboxes on map
"citadel_minimap_use_canvas_for_neutrals" "0" // Neutrals on minimap
"citadel_minimap_use_canvas_for_shop" "0" // Shops on minimap
"citadel_minimap_use_effects" "0" // Minimap effects
"citadel_player_glow_disabled" "1" // Player glow
"citadel_show_new_damage_feedback_numbers" "1"
"citadel_trooper_friendly_glow_disabled" "1" // 1 = Disable friendly trooper glow
"citadel_trooper_glow_disabled" "1" // 1 = Disable enemy trooper glow

// ===== RENDERING & GRAPHICS =====
"r_directlighting" "1"
"r_drawparticles" "1" // FULL rendering disable (abilities become invisible)
"r_drawskybox" "0"
"r_farz" "10000"
"r_fog_enable" "0"
"r_shadows" "0"
"r_ssao" "0"
"r_ssao_strength" "0"

// ===== PHYSICS & CLOTH =====
"cl_phys_enabled" "0"
"cloth_filter_transform_stateless" "0"
"cloth_sim_on_tick" "1"
"cloth_update" "1"
"phys_dynamic_scaling" "1" // Dynamic physics
"phys_log_updaters" "0" // Physics update logs
"phys_multithreading_enabled" "1" // Multithreaded physics
"phys_powered_ragdoll_debug" "0" // Powered ragdoll debugging
"phys_show_stats" "0" // Physics stats
"phys_visualize_traces" "0" // Physics trace visualization
"ragdoll_lru_debug_removal" "0" // Body removal debugging
"ragdoll_parallel_pose_control" "1" // Parallel body poses
"props_break_max_pieces_perframe" "0" // Boxes disappear instantly (no pieces)
"citadel_breakable_prop_break_airtime" "0"
"func_break_max_pieces" "0"


// ===== PARTICLES =====
"cl_particle_budget" "0" // 0 = dynamic budget
"cl_particle_fallback_base" "6" // Most basic processing level
"cl_particle_fallback_multiplier" "4" // No additional effects
"cl_particle_max_count" "2000" // Particle limit in world - 0
"cl_particle_sim_fallback_threshold_ms" "5" // Simplify instantly under any load
"particle_cluster_nodraw" "1"

// ===== LIGHTING =====
"lb_enable_dynamic_lights" "true"
"r_dynamic_light_compile" "0"
"lb_enable_baked_shadows" "false"
"lb_enable_shadow_casting" "0"
"r_light_static" "0"
"r_lightaverage" "0"
"r_lightmap_size_directional_irradiance" "0"
"lb_dynamic_shadow_resolution" "false"
"r_rendersun" "false"
"lb_enable_sunlight" "false"
"lb_enable_fog_mixed_shadows" "false"
"sc_disable_baked_lighting" "true"
"r_directional_lightmaps" "false"

// ===== NETWORK =====
"cl_async_usercmd_send" "false"
"cl_async_usercmd_send_disabled_recvmargin_min" "0.5" // Additional frame since we do not use the async usercmd send (potentially unneccessary)
"cl_clock_buffer_ticks" "1"
"cl_cmdrate" "128"
"cl_interp" "0.03125"
"cl_interp_ratio" "0"
"cl_lagcompensation" "1"
"cl_predict" "1"
"cl_predictweapons" "1"
"cl_tickpacket_desired_queuelength" "0" // 0 = attempt to always reach the queue's min floor
"cl_tickpacket_recvmargin_desired" "5" // 5 ms base, min. floor for protecting against thrashing the queue
"cl_updaterate" "128"
"net_maxcleartime" "0.005"
"net_maxroutable" "1200"
"net_splitpacket_maxrate" "30000"

// ===== ANIMATION =====
"ai_disabled" "0"
"ai_expression_optimization" "1" // AI expression optimization
"animgraph_draw_traces" "0"
"animgraph_enable" "1"
"animgraph_enable_parallel_op_evaluation" "1" // Parallel AnimGraph operations
"animgraph_enable_parallel_preupdate" "1" // Parallel AnimGraph pre-update
"animgraph_enable_parallel_update" "1" // Parallel animation update
"animgraph_record_all" "0" // AnimGraph data recording

// ===== SOUND =====
"audio_relevance_debug_enabled" "0" // Audio relevance debugging
"snd_envelope_rate" "100.0"
"snd_event_browser_default_stack" "citadel_default_3d"
"snd_event_browser_focus_events" "true"
"snd_event_cone_debug" "0" // Sound cone debugging
"snd_occlusion_debug" "0" // Sound occlusion debugging
"snd_report_audio_nan" "1"
"snd_sos_max_event_base_depth" "10"
"snd_sound_areas_debug" "0" // Sound area debugging
"snd_soundmixer" "Default_Mix"
"snd_soundmixer_update_maximum_frame_rate" "0"
"snd_steamaudio_active_hrtf" "0"
"snd_steamaudio_enable_custom_hrtf" "0"
"snd_steamaudio_enable_pathing" "0"
"snd_steamaudio_invalid_path_length" "0.0"
"snd_steamaudio_ir_duration" "1.0"
"snd_steamaudio_load_pathing_data" "0"
"snd_steamaudio_load_reverb_data" "0"
"snd_steamaudio_reverb_update_rate" "10.0"
"snd_ui_positional" "1"
"snd_ui_spatialization_spread" "2.4"
"sos_use_guid_filter" "1"
"voice_in_process" "1"
"voice_input_stallout" "0.5"

// ===== OTHER =====
"r_particle_cables_render" "false"
"r_low_latency" "2"
"r_drawdetailprops" "0"
"r_particle_cables_cast_shadows" "0"
"battery_saver" "0"
"citadel_ag2_controller_parallel_update_enabled" "1" // Parallel AG2 controller
"citadel_bullet_log_entities_hit" "0" // Bullet hit logging
"citadel_bullet_tracer_recycling_enabled" "1" // Tracer recycling
"citadel_enable_vdata_sound_preload" "true"
"citadel_hideout_ball_show_juggle_count" "1"
"citadel_hideout_ball_show_juggle_fx" "1"
"citadel_movement_debugdraw" "0" // Movement debugging
"citadel_per_weapon_per_surface_impact_effects" "1" // Surface impact effects
"citadel_player_anim_debug" "0" // Player animation debugging
"citadel_player_debug_animgraph_movement" "0" // AnimGraph movement debugging
"citadel_post_damage_vignette" "0"
"citadel_unit_status_use_new" "true" // To restore old HP bar, change last word from true to false
"citadel_use_vertical_healthbars" "0"
"cl_aggregate_particles" "false"
"cl_burninggibs" "0"
"cl_disable_ragdolls" "1"
"cl_disconnect_soundevent" "citadel.convar.stop_all_game_layer_soundevents"
"cl_ejectbrass" "0"
"cl_fasttempentcollision" "20"
"cl_input_enable_raw_keyboard" "1"
"cl_jiggle_bone_framerate_cutoff" "0" // Disable bone physics
"cl_joystick_enabled" "0"
"cl_max_particle_pvs_aabb_edge_length" "100"
"cl_maxpackets" "256"
"cl_phys_props_enable" "0"
"cl_phys_props_max" "0"
"cl_phys_sleep_enable" "true"
"cl_phys_timescale" "1" // Disable physics
"cl_playerspraydisable" "1"
"cl_poll_network_early" "0"
"cl_ragdoll_fade_time" "0"
"cl_ragdoll_limit" "0" // Complete ragdoll disable
"cl_resend" "2"
"cl_resendinterval" "2"
"cl_resendtimeout" "2"
"cl_retire_low_priority_lights" "0"
"cl_show_bloodspray" "0"
"cl_show_splashes" "0"
"cl_smooth" "1"
"cl_smooth_draw_debug" "0"
"cl_smoothtime" "0.01"
"cl_threaded_bone_setup" "1"
"cl_threaded_bvs" "1"
"cl_threaded_client_leaf_system" "1"
"cl_usesocketsforloopback" "1"
"cpu_level" "2"
"cq_buffer_bloat_msecs_max" "120"
"csm_viewmodel_shadows" "false"
"csm_max_shadow_dist_override" "-1"
"csm_viewmodel_max_shadow_dist" "0"
"default" "0"
"csm_max_visible_dist" "0"
"disable_source_soundscape_trace" "1"
"enable_boneflex" "false"
"engine_no_focus_sleep" "0"
"g_debug_ragdoll_visualize" "0" // Ragdoll visualization
"g_ragdoll_fadespeed" "999" // Body fade speed
"g_ragdoll_important_maxcount" "0" // Important ragdoll limit
"g_ragdoll_lifetime" "0" // Body lifetime
"gpu_level" "3"
"host_thread_mode" "1"
"ik_fabrik_align_chain" "0" // FABRIK IK alignment
"ik_final_fixup_enable" "0" // IK bone fix
"imgui_debug_draw_dashboard_window" "0" // ImGui dashboard rendering
"imgui_enable" "0" // ImGui enable
"imgui_enable_input" "0" // ImGui input
"imgui_temp_enable" "0" // Temporary ImGui
"in_button_double_press_window" "0.3"
"input_virtualization_block_mouse" "1"
"lb_csm_cascade_size_override" "1"
"lb_csm_draw_alpha_tested" "0"
"lb_csm_draw_translucent" "0"
"lb_csm_override_staticgeo_cascades_value" "0"
"lb_csm_receiver_plane_depth_bias" "0.00002"
"lb_csm_receiver_plane_depth_bias_transmissive_backface" "0.0002"
"lb_dynamic_shadow_resolution_base" "256"
"lb_dynamic_shadow_resolution_quantization" "64"
"lb_sun_csm_size_cull_threshold_texels" "30"
"learning_rate" "0.1" // AI adaptation parameter
"m_filter" "0"
"m_rawinput" "1"
"mat_auto_reduce_materials" "1"
"mat_auto_reduce_quality" "1"
"mat_colcorrection_disableentities" "true"
"mat_colorcorrection" "0"
"mat_disable_bands" "1"
"mat_disable_bloom" "1"
"lb_barnlight_shadowmap_scale" "0"
"mat_disable_distortion" "1"
"mat_disable_fancy_alpha" "1"
"mat_disable_fancy_blending" "1"
"mat_disable_lightwarp" "1"
"gpu_mem_level" "2"
"mat_disable_phong" "1"
"mat_disable_rimlight" "1"
"mat_disable_software_led" "1"
"mat_disable_water" "1"
"mat_dynamic_tonemapping" "0"
"mat_enable_uber_shaders" "0"
"r_effects_bloom" "false"
"mat_force_bloom" "0"
"fx_drawmetalspark" "false"
"mat_force_tonemap" "0"
"mat_forceaniso" "0"
"mat_hdr_level" "0"
"mat_mip_linear" "0"
"mat_motion_blur_enabled" "0"
"mat_postprocess_enable" "0"
"mat_reducefillrate" "1"
"mat_reduceparticles" "1" // Global engine command "reduce particle count"
"mat_set_shader_quality" "0"
"mat_tonemapping_occlusion_use_stencil" "0"
"mat_trilinear" "0"
"max" "2"
"min" "0"
"modifier_aura_debug" "0" // Aura debugging
"panorama_classes_perf_warning_threshold_ms" "0.75"
"panorama_disable_animations" "1"
"r_citadel_antialiasing" "0"
"panorama_disable_blur" "1"
"r_arealights" "false"
"panorama_disable_box_shadow" "1"
"panorama_disable_parallax" "1"
"panorama_disable_render_target_cache" "0"
"panorama_disable_text_shadow" "1"
"panorama_joystick_enabled" "0"
"panorama_js_minidumps" "1"
"panorama_skip_composition_layer_content_paint" "1"
"r_RainParticleDensity" "0" // Rain off
"r_aspectratio" "1.95" // 1.75 = 80 fov | 2.15 = 90fov
"r_buffer_size" "131072"
"r_character_decal_resolution" "1"
"props_break_radial_force_ratio" "0"
"props_break_apply_radial_forces" "false"
"r_cheapwaterend" "1"
"r_cheapwaterstart" "0"
"r_citadel_fog_quality" "0"
"r_citadel_gpu_culling_shadows" "1"
"r_citadel_gpu_debug_draw" "0" // GPU debug rendering
"r_citadel_motion_blur" "0"
"r_citadel_npr_outlines" "1" // Character outlines
"r_citadel_outlines" "1" // Important for gameplay (enemy outlines)
"r_citadel_shadow_quality" "0"
"r_citadel_ssao_bent_normals" "false"
"r_citadel_ssao_denoise_passes" "0"
"r_citadel_ssao_quality" "0"
"r_citadel_ssao_radius" "0"
"r_citadel_ssao_thin_occluder_compensation" "0"
"r_citadel_sun_shadow_slope_scale_depth_bias" "1.0"
"r_cull_duplicate_shadows" "1"
"r_cull_shadowcasters_using_bounds" "1"
"r_cullforperformance" "1"
"r_dashboard_render_quality" "1"
"r_debug_precipitation" "0" // Precipitation debugging
"r_decals" "1"
"r_depth_of_field" "0"
"r_distancefield_enable" "0"
"r_draw3dskybox" "0"
"r_draw_batches" "0"
"r_drawdecals" "1"
"r_drawdevvisualizers" "1" // Dev visualizers
"r_drawmodeldecals" "1"
"r_drawropes" "0"
"r_drawtracers" "1"
"r_drawtracers_firstperson" "1"
"r_drawwater" "0"
"r_dynamic" "0"
"r_dynamic_shadows" "0"
"r_effects_bloom" "0"
"r_enable_cubemap_fog" "0"
"r_enable_gradient_fog" "0"
"r_enable_volume_fog" "0"
"r_entity_cull_distance_multiplier" "0.35"
"r_eyegloss" "0"
"volume_fog_intermediate_textures_hdr" "0"
"r_eyemove" "0"
"r_eyes" "0"
"r_fastzreject" "1"
"r_filmgrain" "0"
"r_flashlightlockposition" "0" // Flashlight position fix
"r_flashlightvisualizetrace" "0" // Flashlight traces
"r_flex" "0"
"r_gpu_cull" "1"
"r_gpu_cull_models" "1"
"r_gpu_cull_models_range" "1200"
"r_hair_ao" "0"
"r_hunkalloclightmaps" "0"
"r_lensflare" "0"
"r_lod" "2"
"r_maxdlights" "0"
"r_maxmodeldecal" "0"
"r_model_lighting_simplified" "1"
"r_render_hair" "false"
"r_monitor_3dskybox" "0"
"r_norefresh" "1"
"r_occlusion" "1"
"r_occlusion_culling" "1"
"r_particle_lighting_enable" "0" // Particle lighting - OFF
"r_particle_low_res_render" "1" // If anything renders, it's 1 pixel
"r_particle_max_detail_level" "0" // Detail - ZERO
"r_particle_max_size_cull" "0" // Remove everything even slightly small
"r_particle_radius_cull" "1" // Remove ALL particles with radius < 9999 (i.e. almost all)
"r_particle_shadows" "0" // Particle shadows - OFF
"r_particle_sim_spike_threshold_ms" "5" // Raised threshold to avoid warning spam
"r_particle_skip_update" "0" // IMPORTANT: 0, otherwise desync and animation lag
"r_particle_timescale" "1"
"r_particle_update_rate" "0" // 0 = update every tick (stable)
"r_pipeline_stats_command_flush" "0"
"r_pipeline_stats_present_flush" "0"
"r_post_bloom" "0"
"r_queued_decals" "0"
"r_queued_post_processing" "1"
"r_render_view_scale" "0.1" // Careful: renders at 10% resolution (very blurry but high FPS)
"r_rendersun" "0"
"r_rootlod" "3" // Maximum model quality reduction
"r_lod_force_level" "2"
"r_volumetrics" "0"
"r_3dsky" "0"
"r_ao" "0"
"citadel_ag2_fidget_max_interval" "999"
"citadel_ag2_fidget_min_interval" "999"
"r_ropetranslucent" "0"
"r_screenoverlay" "0"
"r_shadow_half_resolution" "1"
"r_shadowlod" "0"
"r_shadowmaxrendered" "0"
"r_citadel_half_res_noisy_effects" "1"
"r_shadowrendertotexture" "0"
"r_size_cull_threshold" "1.6"
"r_size_cull_threshold_shadow" "45"
"r_teeth" "0"
"r_texture_anisotropic" "0" // Left at 0
"r_texture_filter_textures" "0"
"r_texture_stream_lowres_drop_rate" "6"
"r_texture_stream_mip_skip" "1"
"r_texture_stream_pool_budget" "64"
"r_texture_stream_use_only_streamable" "1"
"r_texture_streaming" "1"
"r_texturefilteringquality" "0"
"r_threaded_particles" "1"
"r_threaded_renderables" "1"
"r_threaded_shadow_clip" "1"
"mat_picmip" "8"
"r_waterforceexpensive" "0"
"r_worldlightmin" "0.0001"
"r_displacement_mapping" "0"
"r_worldlights" "0"
"reset_voice_on_input_stallout" "0"
"rope_collide" "0"
"rope_smooth_enlarge" "0"
"rope_smooth_maxalpha" "0"
"r_area_lights" "0"
"rope_smooth_maxalphawidth" "0"
"rope_smooth_minalpha" "0"
"r_grass_quality" "0"
"rope_smooth_minwidth" "0"
"rope_subdiv" "0"
"rope_wind_dist" "0"
"sc_cache_envmap_lpv_lookup" "1"
"sc_layer_batch_threshold_fullsort" "80"
"show_visibility_boxes" "0" // Visibility boxes
"r_indirectlighting" "true"
"skeleton_instance_lod_optimization" "1"
"soundscape_radius_debug" "0" // Sound radius debugging
"r_propsmaxdist" "800"
"sparseshadowtree_enable_rendering" "1"
"sv_lagcomp_filterbyviewangle" "false"
"sv_maxunlag" "0.500"
"sv_maxunlag_player" "0.200"
"sv_minrate" "98304"
"think_limit" "10" // AI-think limit per tick
"version" "2"
"violence_ablood" "0"
"violence_agibs" "0"
"violence_hblood" "0"
"violence_hgibs" "0"
"zipline_use_new_latch" "0" // New zipline mechanics
 
idk why but when using this config, it fixed that wrongly occluded healthbar issue, idk which cvar that fixes it
That's neat, but you can actually just fix it by doing "+citadel_unit_status_use_new true" to have the normal health bar that isn't valve experimenting with some freaky unreadable healthbar.
 
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