GAME CHANGING CS2 SETTINGS - FREE FPS BOOST!

preview_player
Показать описание
GAME CHANGING CS2 SETTINGS, For Highest FPS, Lowest Latency, And The Best Visibility.
Рекомендации по теме
Комментарии
Автор

"more fps is always better for latency" is not completely correct. if you max out your GPU usage you will get major input latency, it is generally advised to keep the usage below 90% to avoid this by either having an fps cap of some sort or making sure the game is not GPU bound. CS is mostly CPU bound, so as long as you don't have a bad GPU but decent CPU, you probably won't max out GPU. Reflex should help with this added latency, however it's still better to try and keep usage lower for the best input latency.

Global Shadows Quality on low is not ideal because theres casted shadows are only visible at close range. if you view it from a bit further than what you showed in the video, they will disappear as if you set it to Sun only. Keep it on high if your PC can handle it for the best competitive advantage.

Display mode borderless windowed adds no input latency, it is treated EXACTLY like regular fullscreen with the advantage of insta alt-tabbing. so both works fine.

MSAA 4x is fine for low res, but if you play 1080p or higher you can get away with 2x to save a decent amount of fps. At higher resolutions this doesn't give much benefit since you already render a more detailed image.

Anisotropic filtering can be set to 16x, it excels rendering distance and has no noticeable impact on performance (1-2fps at most).

The rest I'd say is a fair take, but people should always do their own research and not blindly copying settings if no explanation is given what it does exactly and how it affects performance.

patrikmedia
Автор

finally i can play CS2 on my Toshiba T1100, 50% boost increased, thank you! ❤️

meeky
Автор

actually helped. went from 30-90 fps to a stable 100. tysm.

glopygdd
Автор

I played around with the "High Dynamic Range" setting for a bit, and I've discovered that at performance setting it cause a grainy effect around dark areas especially around the scope while scoped in.

DillyDally
Автор

Bro, you just got recommended for me randomly
After 3 months of suffering with blurry game you finally solved my problem
You've GAIN MY RESPECT AND MY SUB xd
Tysm

Rfiveel
Автор

About the global shadow i just wanna give one insight. if it is on low, it renders the shadow only if you are "closer" to it. it will depend the distance between both players and it could have some impact.

Bobmarsupial
Автор

Also disabling animated avatars can help slightly

iExpertxCx
Автор

Yeah this cs2 settings are definitely the best, a lot and the most players use this

iuliansacuiu
Автор

model texture helps you the pixelated bullet tracer and also if enemy pushes smoke he will look blocky smokes over him( low setting trying to show smoke trail, lol) which might mess visibility of enemy. try medium for best balance, low if ur pc cant handle it

VadaiGod
Автор

I found out that it's better to set shadows on high so that you can see big sdadows of your competitors. That's related to ambient occlusion as well.

tarasdedal
Автор

high shadow quality affects the drawing distance, i.e. at a low value, the shadow is only visible nearby

kraphtee
Автор

Thank you so much man before i watched this video i had 150-200 fps and now i have 250-300 fps thanks man you deserve like and sub from me.

JordaanCS
Автор

Turn multi samplening off and go to nvidia and select 4x and just under click override apps, now u have 100fps for free. And 16x texturfilter is more fps

bobby_au
Автор

Hey! This is not meant to be mean or critical in any way but you might want to consider getting a software called VoiceMeeter to be able to have an EQ for you mic or just use the EQ in OBS to turn down your high frequencies of you mic. They are a little high and harsh I have noticed. Sorry I work for a couple youtubers and it helps a lot to make the audio sound much more enjoyable if they are using a mic that over does the high frequencies. If you don't know what I mean I'd be glad to help. Just hit me up!

exist
Автор

2xMSAA is the best setting, It needs to be on to see from under B railings at ramp on Vertigo. 4xMSAA is unnecessary. Otherwise good job

apiniti
Автор

Finally! 🎉
I can play on a solid
7-14 fps
Thank you😂
I used to play on 10 fps

Cj_MS
Автор

i knew my setting had to be wrong, i have a beast gaming laptop and only got like 130fps ingame, now i changed my setting using this video and now my ingame fps is over 300 easily 💪

martpollu
Автор

i have same fps in cs2 and cyberpunk2077... low res, head like pixel and still cant get constant 60 and its so laggy and unresponsive. what they did to this beatifull game? i had like 140-170fps in csgo. rip.

madabe
Автор

enable reflex if gpu-bound - aka slow gpu compared to cpu, the +boost option disables some more power-savings and might help.

MSAA might be worth turning off but i dont think its a deep topic - 4x MSAA means the rasterizer step in the GPU pipeline takes 4 samples per pixel to smooth edges, which puts more load on gpu than necessary, but trade-off might be well worth it.

only remove fps cap if u have reflex enabled, or low-latency mode to on/ultra in the control panel, or else cpu will prerender as many frames as it can when the gpu is the bottleneck - an extra prerendered frame at 400fps has +2.5ms stale data, especially in gpu-bound situations like molly/smoke spam it can get very bad, but its fixed with reflex or low-latency mode.

⚠⚠YAP-WARNING⚠⚠
the extra load on gpu also increases heat and nvidia's GPUBOOST downclocks core clocks by 15 mhz for every +3c rise in temperature starting at ambient room temp 31c (since turing, the thermal downclock is hardcoded as opcode, so its impossible to disable through registry/nvapi etc. since VBIOS has no control over it). to the geniuses reading this, of course 15 mhz not a big deal, but its the frequency transition period which adds latency. it also helps to realize that all of these sensors are implemented in hardware and none of ur software sensors are fast enough to capture most of this stuff going on since their sampling interval is millions of times too slow and they also are not peak-detectors, but a real-world impact it definitely has and the throttling can get very bad at high temps.

reminder that +10ms latency for while moving ur mouse at 1m/s means what u see on screen is where ur mouse was located 1cm ago. keep in mind that this entire thing is of course more complicated on a lower level and its not just a +Xms increase in latency, but whats more important is the end-to-end latency associated for every single frame that was presented to u - and especially how it would vary between each one of them. also there are several buffers in the entire process - that is also why u can listen to audio in real-time while other stuff is going on in ur pc - it just fills a buffer with data and ur cpu will interrupt the system to fill it with more data, if the buffer was too low u would have audio dropouts and the same is true for anything related to ur mouse input.
even if ur fps graph shows consistent 500fps, u have to realize that this is just an average of 500 frames that happened between each present() per second, it says nothing about frame drops happening. of course game developers can decrease the interval used to calculate that metric, but its better to just learn how to benchmark properly under load with a PresentMon session, so u can actually see each frametime.

another reminder that fps is a nonlinear metric:
50fps to 100fps - 20ms to 10ms frametime (10ms reduction)
450fps to 500fps - 2.22ms to 2ms frametime (0.22ms reduction)
which matters more or less depending on monitor refresh rate ofc

if people genuinely want a low latency experience, the best way is to just buy good hardware (13th gen+, 7000 series amd, paired with decent ram - 7800+ 32GB DDR5 or 8000+ 48GB DDR5, rtx 4070+, or rtx 3090+), cool it properly (at least 360mm aio but custom loop or chiller setups are definitely worth if for those that have money, +fan on ram since DDR5 is very thermally limited) and achieve a very stable overclock. instability is caught by game code, and sometimes implemented in hardware (cpu's have ECC in their caches, gpu's also will clock stretch - increasing clock period - if unstable, gpu vram has ECC as well). what happens when errors get detected is code/hardware will simply retransmit data which will show as stutters and a general very unsmooth experience.

on the software side it makes sense to debloat whatever u can and lock interrupt routing of latency-sensitive devices to specific cores because windows queues up dpcs all on the first core, and ur 8khz mouse + gpu will both use the same core. there are guides on how to easily do this online via interrupt affinity policy.


for those reading this and have fomo flowing in their veins rn, its not that deep of a topic and in the end its just like having a better/more accurate tool in a sport. if u cannot afford to follow these steps (buying good hw) or have little time on ur hands (required for oc + research), then none of what i said is any use of u and people claiming otherwise are deliberately wasting ur time.

gora
Автор

1440x1080 works best for me in terms of res. much wider players than 1280x960

Nerd-Freaki
welcome to shbcf.ru