Are each of the individual custom settings (3d sky, item rarity borders, etc.) supposed to show both a checkbox and toggle button? If so how do you know if it is active? If at least one is, or both? Every setting that seems to just be a toggleable setting has both options for me. i.e. x-checkbox -- x-label --- x-switch
Also the home page takes a long time to load, maybe add something to indicate it is loading and not just frozen?
Are each of the individual custom settings (3d sky, item rarity borders, etc.) supposed to show both a checkbox and toggle button? If so how do you know if it is active? If at least one is, or both? Every setting that seems to just be a toggleable setting has both options for me. i.e. x-checkbox -- x-label --- x-switch
Also the home page takes a long time to load, maybe add something to indicate it is loading and not just frozen?
DulZuroAre each of the individual custom settings (3d sky, item rarity borders, etc.) supposed to show both a checkbox and toggle button? If so how do you know if it is active? If at least one is, or both? Every setting that seems to just be a toggleable setting has both options for me. i.e. x-checkbox -- x-label --- x-switch
Also the home page takes a long time to load, maybe add something to indicate it is loading and not just frozen?
Yes, the checkbox is to say "i want to set this setting manually and override what this module sets", and then the toggle is what value you're setting the option to.
[quote=DulZuro]Are each of the individual custom settings (3d sky, item rarity borders, etc.) supposed to show both a checkbox and toggle button? If so how do you know if it is active? If at least one is, or both? Every setting that seems to just be a toggleable setting has both options for me. i.e. x-checkbox -- x-label --- x-switch
Also the home page takes a long time to load, maybe add something to indicate it is loading and not just frozen?[/quote]
Yes, the checkbox is to say "i want to set this setting manually and override what this module sets", and then the toggle is what value you're setting the option to.
When i use your config the stuff in my autoexec stops working. Halp.
When i use your config the stuff in my autoexec stops working. Halp.
^ put all the stuff in your autoexec cfg into a new cfg called custom
^ put all the stuff in your autoexec cfg into a new cfg called custom
How does this work with swapping custom folders? I have like 5 for various streams, and if I update one with full graphics then after swapping folders my playing cfg has the full graphics settings, even though it was previously on low and I haven't launched the program since
Does the app put stuff outside of custom folders? If so itd be nice to have everything tidily in one folder, or allow profiles which can swap custom folders for you perhaps
How does this work with swapping custom folders? I have like 5 for various streams, and if I update one with full graphics then after swapping folders my playing cfg has the full graphics settings, even though it was previously on low and I haven't launched the program since
Does the app put stuff outside of custom folders? If so itd be nice to have everything tidily in one folder, or allow profiles which can swap custom folders for you perhaps
gemmHow does this work with swapping custom folders? I have like 5 for various streams, and if I update one with full graphics then after swapping folders my playing cfg has the full graphics settings, even though it was previously on low and I haven't launched the program since
Does the app put stuff outside of custom folders? If so itd be nice to have everything tidily in one folder, or allow profiles which can swap custom folders for you perhaps
Profiles are in the works.
[quote=gemm]How does this work with swapping custom folders? I have like 5 for various streams, and if I update one with full graphics then after swapping folders my playing cfg has the full graphics settings, even though it was previously on low and I haven't launched the program since
Does the app put stuff outside of custom folders? If so itd be nice to have everything tidily in one folder, or allow profiles which can swap custom folders for you perhaps[/quote]
Profiles are in the works.
Hi mastercoms!
I recently started using your config instead of comanglia's because yours seems more modern and has less bugs.
Problem is, I'm not quite sure how to get some of the features I liked in comanglia's (mainly blocky textures and players not moving when they say things like thanks).
I tried using modules by opening a modules.cfg file in Team Fortress 2>tf>cfg and in 440>remote>cfg and aliased things like lighting to lighting_very_low and jigglebones to jigglebones_off, but nothing seemed to change. Lighting doesn't seem to be blocky and jigglebones (as far as I understand what they are) still move.
I saw a post here (DulZuro) about something similar, but I didn't understand what toggle buttons and checkboxes you were speaking about.
Also, can I use blocky textures with mastercomfig?
I just like my game looking as bad as possible, as long as it increases performance and does not give me disadvantages over other players.
Thank you in advance!
Hi mastercoms!
I recently started using your config instead of comanglia's because yours seems more modern and has less bugs.
Problem is, I'm not quite sure how to get some of the features I liked in comanglia's (mainly blocky textures and players not moving when they say things like thanks).
I tried using modules by opening a modules.cfg file in Team Fortress 2>tf>cfg and in 440>remote>cfg and aliased things like lighting to lighting_very_low and jigglebones to jigglebones_off, but nothing seemed to change. Lighting doesn't seem to be blocky and jigglebones (as far as I understand what they are) still move.
I saw a post here (DulZuro) about something similar, but I didn't understand what toggle buttons and checkboxes you were speaking about.
Also, can I use blocky textures with mastercomfig?
I just like my game looking as bad as possible, as long as it increases performance and does not give me disadvantages over other players.
Thank you in advance!
I just downloaded the low preset, switching from comangliacoms, and it boosted me 40 fps. The problem is that my interp went from 14ms to 21ms and it makes the game unplayable for me. How can I change my interp back to what it was before?
Edit- Fixed
I just downloaded the low preset, switching from comangliacoms, and it boosted me 40 fps. The problem is that my interp went from 14ms to 21ms and it makes the game unplayable for me. How can I change my interp back to what it was before?
Edit- Fixed
DrinkALotHi mastercoms!
I recently started using your config instead of comanglia's because yours seems more modern and has less bugs.
Problem is, I'm not quite sure how to get some of the features I liked in comanglia's (mainly blocky textures and players not moving when they say things like thanks).
I tried using modules by opening a modules.cfg file in Team Fortress 2>tf>cfg and in 440>remote>cfg and aliased things like lighting to lighting_very_low and jigglebones to jigglebones_off, but nothing seemed to change. Lighting doesn't seem to be blocky and jigglebones (as far as I understand what they are) still move.
I saw a post here (DulZuro) about something similar, but I didn't understand what toggle buttons and checkboxes you were speaking about.
Also, can I use blocky textures with mastercomfig?
I just like my game looking as bad as possible, as long as it increases performance and does not give me disadvantages over other players.
Thank you in advance!
Hi, what version of the config did you install? 6.9.0?
[quote=DrinkALot]Hi mastercoms!
I recently started using your config instead of comanglia's because yours seems more modern and has less bugs.
Problem is, I'm not quite sure how to get some of the features I liked in comanglia's (mainly blocky textures and players not moving when they say things like thanks).
I tried using modules by opening a modules.cfg file in Team Fortress 2>tf>cfg and in 440>remote>cfg and aliased things like lighting to lighting_very_low and jigglebones to jigglebones_off, but nothing seemed to change. Lighting doesn't seem to be blocky and jigglebones (as far as I understand what they are) still move.
I saw a post here (DulZuro) about something similar, but I didn't understand what toggle buttons and checkboxes you were speaking about.
Also, can I use blocky textures with mastercomfig?
I just like my game looking as bad as possible, as long as it increases performance and does not give me disadvantages over other players.
Thank you in advance![/quote]
Hi, what version of the config did you install? 6.9.0?
SmAKI just downloaded the low preset, switching from comangliacoms, and it boosted me 40 fps. The problem is that my interp went from 14ms to 21ms and it makes the game unplayable for me.
are you so sensitive to 7ms
just put n_packet_buffer_lan in configs of classes you want to have 15.2 interp
or if you are on 6.9.0 put interp_lan in class configs
[quote=SmAK]I just downloaded the low preset, switching from comangliacoms, and it boosted me 40 fps. The problem is that my interp went from 14ms to 21ms and it makes the game unplayable for me.[/quote]
are you so sensitive to 7ms
just put n_packet_buffer_lan in configs of classes you want to have 15.2 interp
or if you are on 6.9.0 put interp_lan in class configs
rmSmAKI just downloaded the low preset, switching from comangliacoms, and it boosted me 40 fps. The problem is that my interp went from 14ms to 21ms and it makes the game unplayable for me.
are you so sensitive to 7ms
just put n_packet_buffer_lan in configs of classes you want to have 15.2 interp
or if you are on 6.9.0 put interp_lan in class configs
This was already solved on Discord. They forgot to set their rates using the rate generator.
[quote=rm][quote=SmAK]I just downloaded the low preset, switching from comangliacoms, and it boosted me 40 fps. The problem is that my interp went from 14ms to 21ms and it makes the game unplayable for me.[/quote]
are you so sensitive to 7ms
just put n_packet_buffer_lan in configs of classes you want to have 15.2 interp
or if you are on 6.9.0 put interp_lan in class configs[/quote]
This was already solved on Discord. They forgot to set their rates using the rate generator.
[b][url=https://mastercomfig.com/7]mastercomfig 7.0.0-a.15[/url][/b]
this guy has single handedly saved tf2
this guy has single handedly saved tf2
The sliders only show up if an option is changed. If I let it checked, relaunching the app won't tell me if the slider was on or what number was set unless I click the checkbox.
I'm using MSAA 8X (which by looking at the aliases on module-define, should be mat_antialias 8 and mat_aaquality 0), but in-game the antialias sticks to 1. This is an old bug, didn't originate from a.15.
On an older iteration of the config, you wrote on the mat_antialias that it was "commented due to HUD and overlay glitches", so it should be set once and then commented out. Has it changed? Because the config reapplies it every game launch.
Googling about that resolution reset problem I'm having took me to troubleshooting these cvars, but even removing them from the modules-define didn't help. Got any suggestions?
Out of curiosity, is there a way to quickly take a look at what once was the client-custom? It seems to have been restructured.
The sliders only show up if an option is changed. If I let it checked, relaunching the app won't tell me if the slider was on or what number was set unless I click the checkbox.
I'm using MSAA 8X (which by looking at the aliases on module-define, should be mat_antialias 8 and mat_aaquality 0), but in-game the antialias sticks to 1. This is an old bug, didn't originate from a.15.
On an older iteration of the config, you wrote on the mat_antialias that it was "commented due to HUD and overlay glitches", so it should be set once and then commented out. Has it changed? Because the config reapplies it every game launch.
Googling about that resolution reset problem I'm having took me to troubleshooting these cvars, but even removing them from the modules-define didn't help. Got any suggestions?
Out of curiosity, is there a way to quickly take a look at what once was the client-custom? It seems to have been restructured.
ZetosThe sliders only show up if an option is changed. If I let it checked, relaunching the app won't tell me if the slider was on or what number was set unless I click the checkbox.
I'm using MSAA 8X (which by looking at the aliases on module-define, should be mat_antialias 8 and mat_aaquality 0), but in-game the antialias sticks to 1. This is an old bug, didn't originate from a.15.
On an older iteration of the config, you wrote on the mat_antialias that it was "commented due to HUD and overlay glitches", so it should be set once and then commented out. Has it changed? Because the config reapplies it every game launch.
Googling about that resolution reset problem I'm having took me to troubleshooting these cvars, but even removing them from the modules-define didn't help. Got any suggestions?
Out of curiosity, is there a way to quickly take a look at what once was the client-custom? It seems to have been restructured.
This is an incomplete UI feature.
Not sure why that would happen.
I haven't found a good way to apply anti-aliasing settings.
Check tf/cfg/config.cfg and your regedit if on Windows (HKEY_CURRENT_USER\Software\Valve\Source\tf\Settings\mat_antialias).
tf/cfg/app/profiles/default/custom
[quote=Zetos]The sliders only show up if an option is changed. If I let it checked, relaunching the app won't tell me if the slider was on or what number was set unless I click the checkbox.
I'm using MSAA 8X (which by looking at the aliases on module-define, should be mat_antialias 8 and mat_aaquality 0), but in-game the antialias sticks to 1. This is an old bug, didn't originate from a.15.
On an older iteration of the config, you wrote on the mat_antialias that it was "commented due to HUD and overlay glitches", so it should be set once and then commented out. Has it changed? Because the config reapplies it every game launch.
Googling about that resolution reset problem I'm having took me to troubleshooting these cvars, but even removing them from the modules-define didn't help. Got any suggestions?
Out of curiosity, is there a way to quickly take a look at what once was the client-custom? It seems to have been restructured.[/quote]
This is an incomplete UI feature.
Not sure why that would happen.
I haven't found a good way to apply anti-aliasing settings.
Check tf/cfg/config.cfg and your regedit if on Windows (HKEY_CURRENT_USER\Software\Valve\Source\tf\Settings\mat_antialias).
tf/cfg/app/profiles/default/custom
mastercomsCheck tf/cfg/config.cfg and your regedit if on Windows (HKEY_CURRENT_USER\Software\Valve\Source\tf\Settings\mat_antialias).
tf/cfg/app/profiles/default/custom
On my config.cfg I have mat_antialias 1, even though I had Medium preset + manually changed MSAA to 8x. If I change the value to 8 and launch my game, it persists being set to 1 on the configs. The only way I can have the value I want is changing on the console, and lasts for that session.
I did try deleting it and the one in /Steam/UserData, but the ones that the game generates after applying mastercoms and launching the game have mat_antialias 1.
Then checked the registry and it's 4. And mat_aaquality is 2. These were the settings I had back when I used an autoxec and not mastercomfig. So... I take that your app nor the game makes use of these entries.
[quote=mastercoms]Check tf/cfg/config.cfg and your regedit if on Windows (HKEY_CURRENT_USER\Software\Valve\Source\tf\Settings\mat_antialias).
tf/cfg/app/profiles/default/custom[/quote]
On my config.cfg I have mat_antialias 1, even though I had Medium preset + manually changed MSAA to 8x. If I change the value to 8 and launch my game, it persists being set to 1 on the configs. The only way I can have the value I want is changing on the console, and lasts for that session.
I did try deleting it and the one in /Steam/UserData, but the ones that the game generates after applying mastercoms and launching the game have mat_antialias 1.
Then checked the registry and it's 4. And mat_aaquality is 2. These were the settings I had back when I used an autoxec and not mastercomfig. So... I take that your app nor the game makes use of these entries.
if you use +mat_antialias in launch options it doesn't mess with overlays, don't ask me why
if you use +mat_antialias in launch options it doesn't mess with overlays, don't ask me why
hooliif you use +mat_antialias in launch options it doesn't mess with overlays, don't ask me why
Thanks!
[quote=hooli]if you use +mat_antialias in launch options it doesn't mess with overlays, don't ask me why[/quote]
Thanks!
How do i turn these impact sparks off?
How do i turn these [url=https://i.imgur.com/4vQHCVu.png]impact sparks[/url] off?
JulezHow do i turn these impact sparks off?
Those are low violence settings. Please turn on all violence_ cvars to 1 so you don't enable low violence mode, which enables this and other silly gib effects.
If you're using mastercomfig 7 with just modules and no custom settings, I just pushed a fix removing those violence_ cvars, as I had mistakenly kept them in while testing something.
[quote=Julez]How do i turn these [url=https://i.imgur.com/4vQHCVu.png]impact sparks[/url] off?[/quote]
Those are low violence settings. Please turn on all violence_ cvars to 1 so you don't enable low violence mode, which enables this and other silly gib effects.
If you're using mastercomfig 7 with just modules and no custom settings, I just pushed a fix removing those violence_ cvars, as I had mistakenly kept them in while testing something.
some feedback -- mat_trilinear 1 requires mat_filtertextures 1 so if you use "texture_filter_trilinear" with "textures_very_low" the texture filtering will remain bilinear.
some feedback -- mat_trilinear 1 requires mat_filtertextures 1 so if you use "texture_filter_trilinear" with "textures_very_low" the texture filtering will remain bilinear.
hey i'm not sure if anyone else has this problem but my game basically never launches in my native resolution even though i set it in the launch options fixed it by setting it in the in-game options
and i also have this issue where i take really long to tab in and out which i didn't have before
it also results in invisible models so i have to do that record demo fix everytime i tab back in and out
help would be much appreciated
i'm on version 6.9.0
[s]hey i'm not sure if anyone else has this problem but my game basically never launches in my native resolution even though i set it in the launch options [/s] fixed it by setting it in the in-game options
and i also have this issue where i take really long to tab in and out which i didn't have before
it also results in invisible models so i have to do that record demo fix everytime i tab back in and out
help would be much appreciated
i'm on version 6.9.0
@Teejay, ensure you do not have -nod3d9ex in your launch options as it does make alt tabbing slow. If you want to easily alt-tab I recommend running in windowed mode with these launch options: -sw -noborder
@Teejay, ensure you do not have -nod3d9ex in your launch options as it does make alt tabbing slow. If you want to easily alt-tab I recommend running in windowed mode with these launch options: -sw -noborder
Thanks for updating the commented file.
You should also maybe look into going over your interp section. Having 0 interp being tagged as "recommend as LAN only" isn't the best advice. I personally can't snipe consistently with a lerp higher than 10 (your cfg without any tweaks defaults me to 21 lerp on a pub server, too high IMO), as the hit reg legit feels broken when using a high lerp and you're facing other snipers that are constantly strafe spamming, crouch spamming, drop scope trick, etc. I personally like the lowest possible lerp possible on all classes, as it lines up the hitbox with the visual model as close as possible.
Thanks for updating the commented file.
You should also maybe look into going over your interp section. Having 0 interp being tagged as "recommend as LAN only" isn't the best advice. I personally can't snipe consistently with a lerp higher than 10 (your cfg without any tweaks defaults me to 21 lerp on a pub server, too high IMO), as the hit reg legit feels broken when using a high lerp and you're facing other snipers that are constantly strafe spamming, crouch spamming, drop scope trick, etc. I personally like the lowest possible lerp possible on all classes, as it lines up the hitbox with the visual model as close as possible.
pancake_stacksThanks for updating the commented file.
You should also maybe look into going over your interp section. Having 0 interp being tagged as "recommend as LAN only" isn't the best advice. I personally can't snipe consistently with a lerp higher than 10 (your cfg without any tweaks defaults me to 21 lerp on a pub server, too high IMO), as the hit reg legit feels broken when using a high lerp and you're facing other snipers that are constantly strafe spamming, crouch spamming, drop scope trick, etc. I personally like the lowest possible lerp possible on all classes, as it lines up the hitbox with the visual model as close as possible.
It's obviously placebo in your case, if you say there's a difference past 10ms. The lowest TF2 can go is 15.2ms. There is a reason why interp exists, and why I have that recommendation. Extrapolation is much more harmful than interpolation, especially since you have server frame rate drops and variance regularly on most servers.
The latest version of the config has 17.9ms interp, not 21.
The server is aware of and accounts for client side interpolation latency, so the hitbox argument is invalid entirely for hitscan. And for projectiles, the difference of like 2ms latency does not adversely affect hits, as accurate trajectory is of utmost importance, rather than accurate position within 2ms, since projectiles have a travel time.
[quote=pancake_stacks]Thanks for updating the commented file.
You should also maybe look into going over your interp section. Having 0 interp being tagged as "recommend as LAN only" isn't the best advice. I personally can't snipe consistently with a lerp higher than 10 (your cfg without any tweaks defaults me to 21 lerp on a pub server, too high IMO), as the hit reg legit feels broken when using a high lerp and you're facing other snipers that are constantly strafe spamming, crouch spamming, drop scope trick, etc. I personally like the lowest possible lerp possible on all classes, as it lines up the hitbox with the visual model as close as possible.[/quote]
It's obviously placebo in your case, if you say there's a difference past 10ms. The lowest TF2 can go is 15.2ms. There is a reason why interp exists, and why I have that recommendation. Extrapolation is much more harmful than interpolation, especially since you have server frame rate drops and variance regularly on most servers.
The latest version of the config has 17.9ms interp, not 21.
The server is aware of and accounts for client side interpolation latency, so the hitbox argument is invalid entirely for hitscan. And for projectiles, the difference of like 2ms latency does not adversely affect hits, as accurate trajectory is of utmost importance, rather than accurate position within 2ms, since projectiles have a travel time.
mastercomsIt's obviously placeb
o in your case, if you say there's a difference past 10ms. The lowest TF2 can go is 15.2ms. There is a reason why interp exists, and why I have that recommendation. Extrapolation is much more harmful than interpolation, especially since you have server frame rate drops and variance regularly on most servers.
The server is aware of and accounts for client side interpolation latency, so the hitbox argument is invalid entirely for hitscan. And for projectiles, the difference of like 6ms latency does not adversely affect hits, as accurate trajectory is of utmost importance, rather than accurate position within 6ms, since projectiles have a travel time.
I believe you're incorrect? The lowest TF2 can go is 0ms, there are plenty of comp servers that allow it and even standard community servers. A pub server I just joined and 0 lerp: https://i.imgur.com/WsQDNY5.png
And it's definitely not placebo. The difference is night and day for me. There is a reason why all competitive pro players are using the lowest possible lerp. Go look at the CSGO pro scene configs, or even TF2 comp scene configs. 99% are using 0 lerp.
And lastly about the hitbox argument, there are countless videos on youtube demonstrating the need to lead targets when using a higher lerp than a lower one. It's clear as day.
[quote=mastercoms]
It's obviously placeb
o in your case, if you say there's a difference past 10ms. The lowest TF2 can go is 15.2ms. There is a reason why interp exists, and why I have that recommendation. Extrapolation is much more harmful than interpolation, especially since you have server frame rate drops and variance regularly on most servers.
The server is aware of and accounts for client side interpolation latency, so the hitbox argument is invalid entirely for hitscan. And for projectiles, the difference of like 6ms latency does not adversely affect hits, as accurate trajectory is of utmost importance, rather than accurate position within 6ms, since projectiles have a travel time.[/quote]
I believe you're incorrect? The lowest TF2 can go is 0ms, there are plenty of comp servers that allow it and even standard community servers. A pub server I just joined and 0 lerp: https://i.imgur.com/WsQDNY5.png
And it's definitely not placebo. The difference is night and day for me. There is a reason why all competitive pro players are using the lowest possible lerp. Go look at the CSGO pro scene configs, or even TF2 comp scene configs. 99% are using 0 lerp.
And lastly about the hitbox argument, there are countless videos on youtube demonstrating the need to lead targets when using a higher lerp than a lower one. It's clear as day.
pancake_stacks
the value it shows is a result of a maths operation and doesn't always reflect the reality, you can't go lower than 15,2 ms on 66 tickrate server
it's like 99 % placebo effect because you're changing updaterate to force the lerp number (not lerp itself) lower
[quote=pancake_stacks][/quote]
the value it shows is a result of a maths operation and doesn't always reflect the reality, you can't go lower than 15,2 ms on 66 tickrate server
it's like 99 % placebo effect because you're changing updaterate to force the lerp number (not lerp itself) lower
degupancake_stacks
the value it shows is a result of a maths operation and doesn't always reflect the reality, you can't go lower than 15,2 ms on 66,6 tick server
it's like 99 % placebo effect because you're changing updaterate to force the lerp number (not lerp itself) lower
What do you mean I'm changing my updaterate? I didn't do the updaterate trick to get 0 lerp, the updaterate is defaulted to 66 from the FPS config, which you can see in the screenshot top/bottom on 66.
[quote=degu][quote=pancake_stacks][/quote]
the value it shows is a result of a maths operation and doesn't always reflect the reality, you can't go lower than 15,2 ms on 66,6 tick server
it's like 99 % placebo effect because you're changing updaterate to force the lerp number (not lerp itself) lower[/quote]
What do you mean I'm changing my updaterate? I didn't do the updaterate trick to get 0 lerp, the updaterate is defaulted to 66 from the FPS config, which you can see in the screenshot top/bottom on 66.
pancake_stacksI believe you're incorrect? The lowest TF2 can go is 0ms, there are plenty of comp servers that allow it and even standard community servers. A pub server I just joined and 0 lerp: https://i.imgur.com/WsQDNY5.png
And it's definitely not placebo. The difference is night and day for me. There is a reason why all competitive pro players are using the lowest possible lerp. Go look at the CSGO pro scene configs, or even TF2 comp scene configs. 99% are using 0 lerp.
And lastly about the hitbox argument, there are countless videos on youtube demonstrating the need to lead targets when using a higher lerp than a lower one. It's clear as day.
What degu said. net_graph doesn't show you the server bounded interp, only the initial client side calculation, which is then changed based on the server telling your client to clamp your interp. If you really had 0 interp, players would be jumping around with no continuous motion, and you should realize that if you understood what interp did.
And pro players using something doesn't mean it's correct. Many people have misunderstandings of these commands and it's just what they've been playing with for a while. Many configs have clearly bad settings all over the place, like rate 60000, which is lower than the default rate of 80000, yet many pro TF2 players use configs based on those settings.
Please show me one YouTube video where it shows you need to lead targets with hitscan. With projectiles, it is a different story, and I think any demonstration you show with negative effects will have a super high interp to show the extreme effects. But as I said, there is no adverse difference in position within a few milliseconds due to max velocities in TF2.
[quote=pancake_stacks]I believe you're incorrect? The lowest TF2 can go is 0ms, there are plenty of comp servers that allow it and even standard community servers. A pub server I just joined and 0 lerp: https://i.imgur.com/WsQDNY5.png
And it's definitely not placebo. The difference is night and day for me. There is a reason why all competitive pro players are using the lowest possible lerp. Go look at the CSGO pro scene configs, or even TF2 comp scene configs. 99% are using 0 lerp.
And lastly about the hitbox argument, there are countless videos on youtube demonstrating the need to lead targets when using a higher lerp than a lower one. It's clear as day.[/quote]
What degu said. net_graph doesn't show you the server bounded interp, only the initial client side calculation, which is then changed based on the server telling your client to clamp your interp. If you really had 0 interp, players would be jumping around with no continuous motion, and you should realize that if you understood what interp did.
And pro players using something doesn't mean it's correct. Many people have misunderstandings of these commands and it's just what they've been playing with for a while. Many configs have clearly bad settings all over the place, like rate 60000, which is lower than the default rate of 80000, yet many pro TF2 players use configs based on those settings.
Please show me one YouTube video where it shows you need to lead targets with hitscan. With projectiles, it is a different story, and I think any demonstration you show with negative effects will have a super high interp to show the extreme effects. But as I said, there is no adverse difference in position within a few milliseconds due to max velocities in TF2.
pancake_stacksWhat do you mean I'm changing my updaterate? I didn't do the updaterate trick to get 0 lerp, the updaterate is defaulted to 66 from the FPS config, which you can see in the screenshot top/bottom on 66.
i dont know what settings you're changing to get "0 ms" lerp, i said updaterate because that's the method i know (cl_updaterate 100000), you're not getting 0 lerp just by typing "cl_interp 0"
[quote=pancake_stacks]
What do you mean I'm changing my updaterate? I didn't do the updaterate trick to get 0 lerp, the updaterate is defaulted to 66 from the FPS config, which you can see in the screenshot top/bottom on 66.[/quote]
i dont know what settings you're changing to get "0 ms" lerp, i said updaterate because that's the method i know (cl_updaterate 100000), you're not getting 0 lerp just by typing "cl_interp 0"