CVAR's we dont need to check for in Competition. We need to run CVAR CHECKS!

.dcG-Colts^.dcG-Colts^ Posts: 1,973Player
edited June 2015 in eSports
Ok so here is my list of ok cvar's that should not give you a kick from a server. If anyone has anything to add that I may have missed post here and Ill add it after confirming it is ok/legit to use.
Note: this for AAEngine.ini only so far.
  • bUseMaxQualityMode=False
  • StaticDecals=True
  • DynamicDecals=True
  • UnbatchedDecals=True
  • DecalCullDistanceScale=1.000000
  • DynamicLights=True
  • DynamicShadows=True
  • LightEnvironmentShadows=True
  • CompositeDynamicLights=True
  • SHSecondaryLighting=True
  • DirectionalLightmaps=True
  • MotionBlur=false
  • MotionBlurPause=True
  • MotionBlurSkinning=1
  • AmbientOcclusion=False
  • Bloom=false
  • bAllowLightShafts=True
  • Distortion=False
  • FilteredDistortion=False
  • DropParticleDistortion=False
  • OnlyStreamInTextures=True
  • OneFrameThreadLag=True
  • UseVsync=False
  • UpscaleScreenPercentage=True
  • Fullscreen=True
  • bAllowSeparateTranslucency=False
  • bAllowPostprocessMLAA=False
  • bAllowHighQualityMaterials=True
  • DetailMode=2
  • MaxAnisotropy=16
  • MaxMultiSamples=1
  • ResX=1920
  • ResY=1080
  • ScreenPercentage=100.000000
  • bDisablePhysXHardwareSupport=False (default "True") Only for Nvidia cards
  • MaxProcBuildingLODColorTextureSize=999999999 (default: 1024)
  • MaxProcBuildingLODLightingTextureSize=999999999 (default: 256)
  • MipFadeInSpeed0=0 (default: 0.3)
  • MipFadeOutSpeed0=0 (default: 0.1)
  • MipFadeInSpeed1=0 (default: 2.0)
  • MipFadeOutSpeed1=0 (default: 1.0)
  • PoolSize=999999999 (default: 160)
  • UseTextureFileCache
  • bAllowSwitchingStreamingSystem=
  • UseDynamicStreaming=

again if you have something to add post it here and Ill review it and add it.

Poll at the bottom basically. If no recoil was possible with an ini tweak before what else is out there that is not fixed yet and who's to say this no recoil is completely fixed? I vote yes to cvar checks in competition.


Should competition run cvar checks considering no recoil was possible with a ini tweak before?
  1. Should comptetion run cvar checks?20 votes
    1. Yes
      95.00%
    2. No
        5.00%
Pie charts + Graphs= Very Bad.



«1345

Comments

  • SSKnecaboSSKnecabo Posts: 2,721Player
    Just leave CVARs out, problem solved.
  • Mulgarus.Carbon8Mulgarus.Carbon8 Posts: 65Player
    I'm all for using cvars in comp, we all used them back in the day, and most all TWL matches.
    Add ME to Steam.
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Necabo wrote: »
    Just leave CVARs out, problem solved.
    You must like finding and using un legit stuff like no recoil etc...

    Pie charts + Graphs= Very Bad.



  • SSKnecaboSSKnecabo Posts: 2,721Player
    edited June 2015
    So there are CVARs preventing that? Never got into that stuff myself and never felt a disadvantage playing against others using some tweaks. Overrated discussion IMO.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    If ini's don't get locked down, and we know what can come out of ini tweaking this is the way to go... just unsure how reliable it is
    _____________________________
    #Support Comp Mode

    https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited June 2015
    basically it runs a check to see if this line out of your ini was changed. It's 100% reliable as long as your checking for the line in the engine.ini or any of the .ini's If you want to see how it works go play on BeerMe Server how ever beerme servers cvars are very very strict and they don't let you change any graphics settings.
    Pie charts + Graphs= Very Bad.



  • SSKnecaboSSKnecabo Posts: 2,721Player
    What you described are exploits though that should be fixed in general.
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited June 2015
    Necabo wrote: »
    What you described are exploits though that should be fixed in general.

    Yes but it's impossible to know if there is any not found and being used and just not reported/kept secret. Also the possibility of future players figuring new ones out this will prevent all of that at least in competitive play. America's Army 1 and 2 competition had these for a reason. The unreal engine is apparently very easy to exploit.
    Pie charts + Graphs= Very Bad.



  • SSKnecaboSSKnecabo Posts: 2,721Player
    edited June 2015
    Never seen anyone exploit tbh. Except for some ESL CHAMPION bugusing obviously.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Well I seen it, it was shown to me in an pty server .. we've also seen the no smoke ini tweak.. this is nothing but positive stuff for competition
    _____________________________
    #Support Comp Mode

    https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
  • SSKnecaboSSKnecabo Posts: 2,721Player
    I wonder why I've never seen these kind of checks then. Only know about restricting specific changes with the use of CVARs.
  • K!Dz.applePIEK!Dz.applePIE Posts: 1,050Player
    Necabo wrote: »
    I wonder why I've never seen these kind of checks then. Only know about restricting specific changes with the use of CVARs.

    Well I have seen some players with ini tweaks as well. Like they drop the visual settings so much down to prevent bushes to be rendered or double bind recoil reduce etc.

    You are right about one thing, we should get more options in the actual game settings and lock the ini. Because there are lot of ppl who don't understand the engine and do crazy checks and kick anyone who touches the ini. I changed max smoothed frame option for instance cos my monitors picture frequency is not supported atm

    I also heard (don't know if it's really true) that people could block bypass cvar checks easily..
  • -hyperlite--hyperlite- Posts: 102Player
    Yes cvars can be bypassed.
  • K!Dz.applePIEK!Dz.applePIE Posts: 1,050Player
    Yes cvars can be bypassed.

    pls do shed a light into this.. so we can check the server logs regarding. (also via PM if you want)



  • SSKtidididiSSKtidididi Posts: 171Player
    CVARS = YES. But smart CVARS.

    Colts, I do not understand- it is the list which should be present in competitions, or it is example of stupid settings? I wonder specially about Decals at True and Dynamic Lights/Shadows at True.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    CVARS = YES. But smart CVARS.

    Colts, I do not understand- it is the list which should be present in competitions, or it is example of stupid settings? I wonder specially about Decals at True and Dynamic Lights/Shadows at True.

    That list seems to be his setting or something. Otherwise I have no idea why you'd have to specifically allow full hd resolution and turning off motion blur (which is off by standard) and some other things in that list.
  • SSKtidididiSSKtidididi Posts: 171Player
    edited June 2015
    If this is the list which should be present, this is a crime on people with lower hardware. This is your list modified by me, which raise performance without adding some, let's saym "illegall adventage":

    bUseMaxQualityMode=False
    StaticDecals=False
    DynamicDecals=False
    UnbatchedDecals=False

    DecalCullDistanceScale=1.000000
    DynamicLights=False
    DynamicShadows=False

    LightEnvironmentShadows=False
    CompositeDynamicLights=False

    SHSecondaryLighting=False
    DirectionalLightmaps=True
    MotionBlur=false
    MotionBlurPause=False
    MotionBlurSkinning=1
    AmbientOcclusion=False
    Bloom=false
    bAllowLightShafts=False
    Distortion=False
    FilteredDistortion=False
    DropParticleDistortion=False
    OnlyStreamInTextures=True
    OneFrameThreadLag=True
    UseVsync=False
    UpscaleScreenPercentage=True
    Fullscreen=True
    bAllowSeparateTranslucency=False
    bAllowPostprocessMLAA=False
    bAllowHighQualityMaterials=True
    DetailMode=0
    MaxAnisotropy=16
    MaxMultiSamples=1
    ResX=1920
    ResY=1080
    ScreenPercentage=100.000000
    bDisablePhysXHardwareSupport=False (default "True") Only for Nvidia cards
    MaxProcBuildingLODColorTextureSize=999999999 (default: 1024)
    MaxProcBuildingLODLightingTextureSize=999999999 (default: 256)
    MipFadeInSpeed0=0 (default: 0.3)
    MipFadeOutSpeed0=0 (default: 0.1)
    MipFadeInSpeed1=0 (default: 2.0)
    MipFadeOutSpeed1=0 (default: 1.0)
    PoolSize=999999999 (default: 160)
    UseTextureFileCache
    bAllowSwitchingStreamingSystem=
    UseDynamicStreaming=

    The problem with CVARS was always sensitive and will be always sensitive. That's why I call it "smart CVARS". When you force people to use Static or Dynamic decals, shadows- this is a crime.
  • K!Dz.applePIEK!Dz.applePIE Posts: 1,050Player
    I would like to know what detailmode=0 really does..

    Some of the settings you posted are already generated via ingame settings as well
  • frankoffrankof Posts: 1,016Moderator
    To make a efficient cvar check, you must know what to check for, so if you run a check to stop an exploit you would have to know the exploit first.
    If you know its an exploit, why isnt it reported to the devs so they can hard code the value and be rid of the exploit?
    ss_4_frankof.png
  • SSKnecaboSSKnecabo Posts: 2,721Player
    frankof wrote: »
    To make a efficient cvar check, you must know what to check for, so if you run a check to stop an exploit you would have to know the exploit first.
    If you know its an exploit, why isnt it reported to the devs so they can hard code the value and be rid of the exploit?

    That's what I though as well and that would make CVARs useless as I said.
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