Open xyovanz opened 4 years ago
Thank you for the bug report.
I am not planning to fix it for the following reasons:
On multi core CPU systems the only problem is with mat_queue_mode 0, which means non-queued and non-threaded mode.
On single core CPU systems setting mat_queue_mode to 1 fixes it as well.
In general one can expect better performance with -1 on multi core systems, because the drawing and the engine thread of CS:GO are independent. The afx-unity-interop project leverages this on the Unity side as well, since it uses the LWRP, which is threaded by default too.
So I don't see any obvious advantage of using mat_queue_mode 0, apart from that it might bee required for Reshade inside CS:GO (you could try if reshade works with mat_queue_mode 1).
I will also add this to the documentation / ReadME.
Forgot to list an important reason: You can switch the mat_queue_mode inside CS:GO while in-game, but I can't reflect that in Unity, since it would require a restart, it can not be switched while it's running.
Workaround
Problem
As said both Unity editor and CS:GO hang with no response when mat_queue_mode is 0. Eventually both apps become responsive for one frame, leaving CS:GO console like this:
Seting mat_queue_mode to -1 solves this. Not sure about other (1 and 2).