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mastercomfig - fps/customization config
posted in Customization
1621
#1621
-3 Frags +
degupancake_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"

All I changed was cl_interp 0 and cl_interp_ratio 0.

Try it yourself on server: 74.91.120.25:27015

I didn't use any tricks to get 0 lerp.

[quote=degu][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"[/quote]

All I changed was cl_interp 0 and cl_interp_ratio 0.

Try it yourself on server: 74.91.120.25:27015

I didn't use any tricks to get 0 lerp.
1622
#1622
2 Frags +
pancake_stacks

i dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a local calculation but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"

[quote=pancake_stacks][/quote]
i dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a [b]local calculation[/b] but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"
1623
#1623
-6 Frags +
degupancake_stacksi dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a local calculation but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"

What are you talking about? You said I was getting 0 lerp by doing some trick besides using cl_interp 0 and showed you I wasn't. If the value is inaccurate, so be it. It's why I prefaced my statement as a question (I believe you're incorrect? ), because I wasn't entirely sure. It's how I've seen in countless configs and what's shown on net_graph, so it's easy to be mislead if you're statements are correct.

And the material you're telling me to read has this comment lol:

You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.
[quote=degu][quote=pancake_stacks][/quote]
i dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a [b]local calculation[/b] but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"[/quote]

What are you talking about? You said I was getting 0 lerp by doing some trick besides using cl_interp 0 and showed you I wasn't. If the value is inaccurate, so be it. It's why I prefaced my statement as a question (I believe you're incorrect? ), because I wasn't entirely sure. It's how I've seen in countless configs and what's shown on net_graph, so it's easy to be mislead if you're statements are correct.

And the material you're telling me to read has this comment lol:

[quote= You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.][/quote]
1624
#1624
6 Frags +
pancake_stacksdegupancake_stacksi dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a local calculation but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"

What are you talking about? You said I was getting 0 lerp by doing some trick besides using cl_interp 0 and showed you I wasn't. If the value is inaccurate, so be it. It's why I prefaced my statement as a question (I believe you're incorrect? ), because I wasn't entirely sure. It's how I've seen in countless configs and what's shown on net_graph, so it's easy to be mislead if you're statements are correct.

And the material you're telling me to read has this comment lol:
You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.

You're ignoring everything else written, so you don't understand what "as possible" means. Read about variance and packet loss and notice how the conclusion they reached was not 15.2ms lerp in that config.

I already clarified that net_graph was inaccurate, no need to hound degu over it for 4 more posts.

[quote=pancake_stacks][quote=degu][quote=pancake_stacks][/quote]
i dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a [b]local calculation[/b] but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"[/quote]

What are you talking about? You said I was getting 0 lerp by doing some trick besides using cl_interp 0 and showed you I wasn't. If the value is inaccurate, so be it. It's why I prefaced my statement as a question (I believe you're incorrect? ), because I wasn't entirely sure. It's how I've seen in countless configs and what's shown on net_graph, so it's easy to be mislead if you're statements are correct.

And the material you're telling me to read has this comment lol:

[quote= You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.][/quote][/quote]
You're ignoring everything else written, so you don't understand what "as possible" means. Read about variance and packet loss and notice how the conclusion they reached was not 15.2ms lerp in that config.

I already clarified that net_graph was inaccurate, no need to hound degu over it for 4 more posts.
1625
#1625
-10 Frags +
mastercomspancake_stacksdegupancake_stacksi dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a local calculation but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"

What are you talking about? You said I was getting 0 lerp by doing some trick besides using cl_interp 0 and showed you I wasn't. If the value is inaccurate, so be it. It's why I prefaced my statement as a question (I believe you're incorrect? ), because I wasn't entirely sure. It's how I've seen in countless configs and what's shown on net_graph, so it's easy to be mislead if you're statements are correct.

And the material you're telling me to read has this comment lol:
You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.
You're ignoring everything else written, so you don't understand what "as possible" means. Read about variance and packet loss and notice how the conclusion they reached was not 15.2ms lerp in that config.

I already clarified that net_graph was inaccurate, no need to hound degu over it for 4 more posts.

I never ignored anything or hounded anyone! I used cl_interp 0 to get 0 lerp, the guy says I did some magic trick to glitch it to get 0 lerp, which I didn't. I provided the details to the server as proof to backup my claim, which anyone can go test and confirm. I said "if it's inaccurate, so be it". Is it really hard for you two to grasp if someone sees 0 lerp on their netgraph, that they are going to perceive that's the value set? And TF2 isn't the only game where you can get 0 lerp to display without using any glitches. Go look at the CSGO scene, everyone uses 0 lerp.

If there really is an invisible hardlock of 15 lerp, why are you even providing a 0 lerp setting in your config for lan? Does LAN play bypass this invisible hardlock? Well, I tried it. I created a LAN server and joined from a laptop on my network, the lerp is hard locked at 15 with the same settings I used to get 0 lerp on a community server.. so your config contradicts what you're preaching.

And it's funny talking about understanding things and people using wrong commands in their configs, etc - considering back when I asked you about the net_splitraterate commands in your cfg being server side only commands, you didn't even know if they worked or not for the client, but hey, might as well throw them in there, right? It's funny considering there was talk about placebo earlier.

mastercomsI believe it works on clients, as clients still split packets if they're too big. Unfortunately, I don't have access to any source code that uses these split packet commands, so I can't be too sure about them.
[quote=mastercoms][quote=pancake_stacks][quote=degu][quote=pancake_stacks][/quote]
i dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a [b]local calculation[/b] but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"[/quote]

What are you talking about? You said I was getting 0 lerp by doing some trick besides using cl_interp 0 and showed you I wasn't. If the value is inaccurate, so be it. It's why I prefaced my statement as a question (I believe you're incorrect? ), because I wasn't entirely sure. It's how I've seen in countless configs and what's shown on net_graph, so it's easy to be mislead if you're statements are correct.

And the material you're telling me to read has this comment lol:

[quote= You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.][/quote][/quote]
You're ignoring everything else written, so you don't understand what "as possible" means. Read about variance and packet loss and notice how the conclusion they reached was not 15.2ms lerp in that config.

I already clarified that net_graph was inaccurate, no need to hound degu over it for 4 more posts.[/quote]

I never ignored anything or hounded anyone! I used cl_interp 0 to get 0 lerp, the guy says I did some magic trick to glitch it to get 0 lerp, which I didn't. I provided the details to the server as proof to backup my claim, which anyone can go test and confirm. I said "if it's inaccurate, so be it". Is it really hard for you two to grasp if someone sees 0 lerp on their netgraph, that they are going to perceive that's the value set? And TF2 isn't the only game where you can get 0 lerp to display without using any glitches. Go look at the CSGO scene, everyone uses 0 lerp.

If there really is an invisible hardlock of 15 lerp, why are you even providing a 0 lerp setting in your config for lan? Does LAN play bypass this invisible hardlock? Well, I tried it. I created a LAN server and joined from a laptop on my network, the lerp is hard locked at 15 with the same settings I used to get 0 lerp on a community server.. so your config contradicts what you're preaching.

And it's funny talking about understanding things and people using wrong commands in their configs, etc - considering back when I asked you about the net_splitraterate commands in your cfg being server side only commands, you didn't even know if they worked or not for the client, but hey, might as well throw them in there, right? It's funny considering there was talk about placebo earlier.

[quote=mastercoms]
I believe it works on clients, as clients still split packets if they're too big. Unfortunately, I don't have access to any source code that uses these split packet commands, so I can't be too sure about them.[/quote]
1626
#1626
9 Frags +

You're conflating a few issues. Let's go through each of them.

pancake_stacksI never ignored anythingpancake_stacks And the material you're telling me to read has this comment lol:You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.

You ignored everything else in that material saying why the lowest interp (15.2ms) is not usable. That's what I was referring to.

pancake_stacksIs it really hard for you two to grasp if someone sees 0 lerp on their netgraph, that they are going to perceive that's the value set?

Your perception isn't the thing that matters here. It's the fact that you made an argument (10ms interp is too high/0ms is better) based on a false perception, and despite being corrected, you continue to make that argument. Your feelings are entirely based on placebo with no actual reasoning and cause you to use harmful network settings. And despite numerous prompts from Degu and me for you to bring up other reasoning, based on networking logic, you instead essentially say lol a bunch as your argument.

pancake_stackswhy are you even providing a 0 lerp setting in your config for lan? Does LAN play bypass this invisible hardlock?

There is no 0 lerp setting in my config. You have to realize that interp is determined from cl_interp_ratio and cl_interp. The greater of the two values is used. So, cl_interp_ratio is set to 1, which means, at a 66 update rate, you get 15.2ms lerp.

pancake_stacksWhen I create a LAN server and join from a laptop on my network, the lerp is hard locked at 15 with the same settings I used to get 0 lerp on a community server. LOL

That's because on a local/LAN server, the client and server are synced in a different way, so none of that matters. Again, if you understood what interp is (the time it takes to smooth between server updates), you would know that 0 interp would make everything jittery and jumpy with no continuous motion.

pancake_stacksAnd it's funny talking about understanding things and people using wrong commands in their configs, etc - considering back when I asked you about the net_splitraterate commands in your cfg being server side only commands, you didn't even know if they worked or not for the client, but hey, might as well throw them in there, right? It's funny considering there was talk about placebo earlier.

The difference here is that the net_splitrate was based on logical intuition (server/client using the same packet code), rather than placebo prone feeling. I just could not demonstrably prove with absolute 100% certainty that the client was using that packet code path, as even with decompilation, the networking paths used are not clear due to legacy code/dead code that I can't really isolate.

The larger problem here is that you're comparing something that is harmless if it doesn't work and beneficial if it does work (net_splitrate >1), with something that is harmful if it doesn't work and harmful if it does work (interp <=15.2ms). Perceived benefit in my case has no negative impact on the conclusion, as there are no negative effects, yet in your case, perceived benefit on something that demonstrably with 100% confidence does not work, is actually harmful.

You're conflating a few issues. Let's go through each of them.

[quote=pancake_stacks]I never ignored anything[/quote]
[quote=pancake_stacks] And the material you're telling me to read has this comment lol:
[quote=You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.][/quote][/quote]
You ignored everything else in that material saying why the lowest interp (15.2ms) is not usable. That's what I was referring to.

[quote=pancake_stacks]Is it really hard for you two to grasp if someone sees 0 lerp on their netgraph, that they are going to perceive that's the value set?[/quote]
Your perception isn't the thing that matters here. It's the fact that you made an argument (10ms interp is too high/0ms is better) based on a false perception, and despite being corrected, you continue to make that argument. Your feelings are entirely based on placebo with no actual reasoning and cause you to use harmful network settings. And despite numerous prompts from Degu and me for you to bring up other reasoning, based on networking logic, you instead essentially say lol a bunch as your argument.

[quote=pancake_stacks]why are you even providing a 0 lerp setting in your config for lan? Does LAN play bypass this invisible hardlock?[/quote]
There is no 0 lerp setting in my config. You have to realize that interp is determined from cl_interp_ratio and cl_interp. The greater of the two values is used. So, cl_interp_ratio is set to 1, which means, at a 66 update rate, you get 15.2ms lerp.

[quote=pancake_stacks]When I create a LAN server and join from a laptop on my network, the lerp is hard locked at 15 with the same settings I used to get 0 lerp on a community server. LOL[/quote]
That's because on a local/LAN server, the client and server are synced in a different way, so none of that matters. Again, if you understood what interp is (the time it takes to smooth between server updates), you would know that 0 interp would make everything jittery and jumpy with no continuous motion.

[quote=pancake_stacks]And it's funny talking about understanding things and people using wrong commands in their configs, etc - considering back when I asked you about the net_splitraterate commands in your cfg being server side only commands, you didn't even know if they worked or not for the client, but hey, might as well throw them in there, right? It's funny considering there was talk about placebo earlier.[/quote]
The difference here is that the net_splitrate was based on logical intuition (server/client using the same packet code), rather than placebo prone feeling. I just could not demonstrably prove with absolute 100% certainty that the client was using that packet code path, as even with decompilation, the networking paths used are not clear due to legacy code/dead code that I can't really isolate.

The larger problem here is that you're comparing something that is harmless if it doesn't work and beneficial if it does work (net_splitrate >1), with something that is harmful if it doesn't work and harmful if it does work (interp <=15.2ms). Perceived benefit in my case has no negative impact on the conclusion, as there are no negative effects, yet in your case, perceived benefit on something that demonstrably with 100% confidence does not work, is actually harmful.
1627
#1627
-16 Frags +

Wait, so if your lan profile locks to 15 lerp because of ratio 1 and your new default is 17ms (old was 21), why are you labeling 15 lerp only recommended for LAN when you literally just said on the last page:

And for projectiles, the difference of like 2ms latency does not adversely affect hits

LOL, you make no sense.

demonstrably with 100% confidence does not work, is actually harmful.

yup, tons of csgo pros were harmed winning hundreds of tournaments with 0 lerp, same with ppl like b4nny that have 0 lerp and one of the best players in tf2. lots of harm being done! there's no way 0 lerp would be around for 10+ years and recommended so much if it was harmful.

Wait, so if your lan profile locks to 15 lerp because of ratio 1 and your new default is 17ms (old was 21), why are you labeling 15 lerp only recommended for LAN when you literally just said on the last page:

[quote]And for projectiles, the difference of like 2ms latency does not adversely affect hits [/quote]

LOL, you make no sense.

[quote]demonstrably with 100% confidence does not work, is actually harmful.[/quote]

yup, tons of csgo pros were harmed winning hundreds of tournaments with 0 lerp, same with ppl like b4nny that have 0 lerp and one of the best players in tf2. lots of harm being done! there's no way 0 lerp would be around for 10+ years and recommended so much if it was harmful.
1628
#1628
7 Frags +
pancake_stacksWait, so if your lan profile locks to 15 lerp because of ratio 1 and your new default is 17ms (old was 21), why are you labeling 15 lerp only recommended for LAN when you literally just said on the last page:

her config doesnt "lock it" to or above 15,2 ms, tickrate of the server and tf2's (source's) limitations do

pancake_stacksLOL, you make no sense.

if you'd read anything we've said, the articles i linked or mastercomfig's documentation you'd understand why it does

pancake_stacksyup, tons of csgo pros were harmed winning hundreds of tournaments with 0 lerp, same with ppl like b4nny that have 0 lerp and one of the best players in tf2. lots of harm being done! there's no way 0 lerp would be around for 10+ years and recommended so much if it was harmful.

something that doesnt exist obviously can't harm anyone
she is referring to the fact lowest possible value (15,2 ms), while having benefits of "the rocket fires sooner" can cause harm somewhere else in the process of communication between the client and the server

as i said, if you have any real evidence (video, proper analysis etc.) of "0 lerp" existing or even being beneficial please prove us wrong

[quote=pancake_stacks]Wait, so if your lan profile locks to 15 lerp because of ratio 1 and your new default is 17ms (old was 21), why are you labeling 15 lerp only recommended for LAN when you literally just said on the last page:
[/quote]
her config doesnt "lock it" to or above 15,2 ms, tickrate of the server and tf2's (source's) limitations do

[quote=pancake_stacks]
LOL, you make no sense.
[/quote]
if you'd read anything we've said, the articles i linked or mastercomfig's documentation you'd understand why it does

[quote=pancake_stacks]
yup, tons of csgo pros were harmed winning hundreds of tournaments with 0 lerp, same with ppl like b4nny that have 0 lerp and one of the best players in tf2. lots of harm being done! there's no way 0 lerp would be around for 10+ years and recommended so much if it was harmful.[/quote]
something that doesnt exist obviously can't harm anyone
she is referring to the fact lowest possible value (15,2 ms), while having benefits of "the rocket fires sooner" can cause harm somewhere else in the process of communication between the client and the server

as i said, if you have any real evidence (video, proper analysis etc.) of "0 lerp" existing or even being beneficial please prove us wrong
1629
#1629
18 Frags +

[h][/h]
1630
#1630
13 Frags +

https://steamcommunity.com/groups/0lerp

https://steamcommunity.com/groups/0lerp
1631
#1631
4 Frags +
pancake_stacksWait, so if your lan profile locks to 15 lerp because of ratio 1 and your new default is 17ms (old was 21), why are you labeling 15 lerp only recommended for LAN when you literally just said on the last page:
And for projectiles, the difference of like 2ms latency does not adversely affect hits
LOL, you make no sense.

Because, I am saying, in an ideal scenario where the server and networking are perfect, where 15.2ms can be used with no downside, 17ms wouldn't be that big of a deal anyway since the position delay from interpolation is from 2ms of movement (which can't be significant due to player velocities in TF2).

However, we aren't in a perfect scenario. You have server framerate drops, jitter, occasional packet loss, etc. That's where the extra 2ms makes a difference (and it's a very conservative difference, honestly it should be a higher lerp) vs 15.2ms.

pancake_stacksyup, tons of csgo pros were harmed winning hundreds of tournaments with 0 lerp, same with ppl like b4nny that have 0 lerp and one of the best players in tf2. lots of harm being done! there's no way 0 lerp would be around for 10+ years and recommended so much if it was harmful.

I assume by 0 lerp you mean 15.2ms lerp for TF2, as discussed before.

Who says that they couldn't play better? Just because they're good (way better than you or me), doesn't mean their networking settings aren't bottlenecking them.

Also, your logic here doesn't really make sense. If all pros are using the lowest interp, then wouldn't that make it a non-differentiating factor?

deguas i said, if you have any real evidence (video, proper analysis etc.) of "0 lerp" existing or even being beneficial please prove us wrong

And yes, again, you aren't actually giving us anything to work with here, just arguments that are becoming more and more nonsensical.

[quote=pancake_stacks]Wait, so if your lan profile locks to 15 lerp because of ratio 1 and your new default is 17ms (old was 21), why are you labeling 15 lerp only recommended for LAN when you literally just said on the last page:

[quote]And for projectiles, the difference of like 2ms latency does not adversely affect hits [/quote]

LOL, you make no sense.
[/quote]
Because, I am saying, in an ideal scenario where the server and networking are perfect, where 15.2ms can be used with no downside, 17ms wouldn't be that big of a deal anyway since the position delay from interpolation is from 2ms of movement (which can't be significant due to player velocities in TF2).

However, we aren't in a perfect scenario. You have server framerate drops, jitter, occasional packet loss, etc. That's where the extra 2ms makes a difference (and it's a very conservative difference, honestly it should be a higher lerp) vs 15.2ms.

[quote=pancake_stacks]yup, tons of csgo pros were harmed winning hundreds of tournaments with 0 lerp, same with ppl like b4nny that have 0 lerp and one of the best players in tf2. lots of harm being done! there's no way 0 lerp would be around for 10+ years and recommended so much if it was harmful.[/quote]
I assume by 0 lerp you mean 15.2ms lerp for TF2, as discussed before.

Who says that they couldn't play better? Just because they're good (way better than you or me), doesn't mean their networking settings aren't bottlenecking them.

Also, your logic here doesn't really make sense. If all pros are using the lowest interp, then wouldn't that make it a non-differentiating factor?

[quote=degu]as i said, if you have any real evidence (video, proper analysis etc.) of "0 lerp" existing or even being beneficial please prove us wrong[/quote]
And yes, again, you aren't actually giving us anything to work with here, just arguments that are becoming more and more nonsensical.
1632
#1632
0 Frags +

Lately I've had a weird issue with fps slowly decreasing while playing. It's most obvious on jump servers because I usually have a stable 300 fps there. After 5-10 minutes my fps slowly starts decreasing (keeping a variance of around 5 fps) and at some point I have like 70 fps. I can reset this with hud_reloadscheme which will give me 300 fps until it starts dropping again. When I remove my custom HUD the same thing happens so it's not related to my HUD. My config data: https://pastebin.com/21tWLbm9
RAM/CPU usage is pretty much constant according to task manager. Any ideas why this is happening?

Lately I've had a weird issue with fps slowly decreasing while playing. It's most obvious on jump servers because I usually have a stable 300 fps there. After 5-10 minutes my fps slowly starts decreasing (keeping a variance of around 5 fps) and at some point I have like 70 fps. I can reset this with hud_reloadscheme which will give me 300 fps until it starts dropping again. When I remove my custom HUD the same thing happens so it's not related to my HUD. My config data: https://pastebin.com/21tWLbm9
RAM/CPU usage is pretty much constant according to task manager. Any ideas why this is happening?
1633
#1633
2 Frags +
LuukLately I've had a weird issue with fps slowly decreasing while playing. It's most obvious on jump servers because I usually have a stable 300 fps there. After 5-10 minutes my fps slowly starts decreasing (keeping a variance of around 5 fps) and at some point I have like 70 fps. I can reset this with hud_reloadscheme which will give me 300 fps until it starts dropping again. When I remove my custom HUD the same thing happens so it's not related to my HUD. My config data: https://pastebin.com/21tWLbm9
RAM/CPU usage is pretty much constant according to task manager. Any ideas why this is happening?

only reasons i can think of right now are memory leak or overheating, memory leak isnt a problem it seems.
check for overheating.

[quote=Luuk]Lately I've had a weird issue with fps slowly decreasing while playing. It's most obvious on jump servers because I usually have a stable 300 fps there. After 5-10 minutes my fps slowly starts decreasing (keeping a variance of around 5 fps) and at some point I have like 70 fps. I can reset this with hud_reloadscheme which will give me 300 fps until it starts dropping again. When I remove my custom HUD the same thing happens so it's not related to my HUD. My config data: https://pastebin.com/21tWLbm9
RAM/CPU usage is pretty much constant according to task manager. Any ideas why this is happening?[/quote]
only reasons i can think of right now are memory leak or overheating, memory leak isnt a problem it seems.
check for overheating.
1634
#1634
0 Frags +

I've been having issues with the in-game voice chat. It keeps cutting in and out for all players. Any ideas as to which commands affect this? I'm using the sound_high from 6.8.0.

I didn't realise you've released a 6.10, I'll test that and get back to you.

Also why are so many commands missing in 6.10 compared to 6.8? Are they just not needed now?

I've been having issues with the in-game voice chat. It keeps cutting in and out for all players. Any ideas as to which commands affect this? I'm using the sound_high from 6.8.0.

I didn't realise you've released a 6.10, I'll test that and get back to you.

Also why are so many commands missing in 6.10 compared to 6.8? Are they just not needed now?
1635
#1635
1 Frags +
LuukLately I've had a weird issue with fps slowly decreasing while playing. It's most obvious on jump servers because I usually have a stable 300 fps there. After 5-10 minutes my fps slowly starts decreasing (keeping a variance of around 5 fps) and at some point I have like 70 fps. I can reset this with hud_reloadscheme which will give me 300 fps until it starts dropping again. When I remove my custom HUD the same thing happens so it's not related to my HUD. My config data: https://pastebin.com/21tWLbm9
RAM/CPU usage is pretty much constant according to task manager. Any ideas why this is happening?

You may want to check clock speeds and cpu temperature over time with cpu-z or something similar so you can rule out the possibility of your cpu thermal throttling.

[quote=Luuk]Lately I've had a weird issue with fps slowly decreasing while playing. It's most obvious on jump servers because I usually have a stable 300 fps there. After 5-10 minutes my fps slowly starts decreasing (keeping a variance of around 5 fps) and at some point I have like 70 fps. I can reset this with hud_reloadscheme which will give me 300 fps until it starts dropping again. When I remove my custom HUD the same thing happens so it's not related to my HUD. My config data: https://pastebin.com/21tWLbm9
RAM/CPU usage is pretty much constant according to task manager. Any ideas why this is happening?[/quote]
You may want to check clock speeds and cpu temperature over time with cpu-z or something similar so you can rule out the possibility of your cpu thermal throttling.
1636
#1636
0 Frags +

Hey, I was wondering what preset would best suit my laptop.
Here's my specs:
Intel® Core™ i5-6200U with Intel® HD Graphics 520 (2.3 GHz, up to 2.8 GHz, 3 MB cache, 2 cores)
8 GB DDR4-2133 SDRAM (1 x 8 GB)
NVIDIA® GeForce® 940MX (4 GB DDR3 dedicated)
1 TB 5400 rpm SATA

Hey, I was wondering what preset would best suit my laptop.
Here's my specs:
Intel® Core™ i5-6200U with Intel® HD Graphics 520 (2.3 GHz, up to 2.8 GHz, 3 MB cache, 2 cores)
8 GB DDR4-2133 SDRAM (1 x 8 GB)
NVIDIA® GeForce® 940MX (4 GB DDR3 dedicated)
1 TB 5400 rpm SATA
1637
#1637
0 Frags +
PerciliusHey, I was wondering what preset would best suit my laptop.
Here's my specs:
Intel® Core™ i5-6200U with Intel® HD Graphics 520 (2.3 GHz, up to 2.8 GHz, 3 MB cache, 2 cores)
8 GB DDR4-2133 SDRAM (1 x 8 GB)
NVIDIA® GeForce® 940MX (4 GB DDR3 dedicated)
1 TB 5400 rpm SATA

haha, i have the exact same specs.
well, i use low preset because i dont worry much about graphics, you can use medium low if you want.
low preset is around 120 fps.
medium low is about 100-105 fps.

[quote=Percilius]Hey, I was wondering what preset would best suit my laptop.
Here's my specs:
Intel® Core™ i5-6200U with Intel® HD Graphics 520 (2.3 GHz, up to 2.8 GHz, 3 MB cache, 2 cores)
8 GB DDR4-2133 SDRAM (1 x 8 GB)
NVIDIA® GeForce® 940MX (4 GB DDR3 dedicated)
1 TB 5400 rpm SATA[/quote]
haha, i have the exact same specs.
well, i use low preset because i dont worry much about graphics, you can use medium low if you want.
low preset is around 120 fps.
medium low is about 100-105 fps.
1638
#1638
0 Frags +
rmPerciliusHey, I was wondering what preset would best suit my laptop.
Here's my specs:
Intel® Core™ i5-6200U with Intel® HD Graphics 520 (2.3 GHz, up to 2.8 GHz, 3 MB cache, 2 cores)
8 GB DDR4-2133 SDRAM (1 x 8 GB)
NVIDIA® GeForce® 940MX (4 GB DDR3 dedicated)
1 TB 5400 rpm SATA
haha, i have the exact same specs.
well, i use low preset because i dont worry much about graphics, you can use medium low if you want.
low preset is around 120 fps.
medium low is about 100-105 fps.

Oh lmao.
Thanks for the help. I'll try using the medium low preset.

[quote=rm][quote=Percilius]Hey, I was wondering what preset would best suit my laptop.
Here's my specs:
Intel® Core™ i5-6200U with Intel® HD Graphics 520 (2.3 GHz, up to 2.8 GHz, 3 MB cache, 2 cores)
8 GB DDR4-2133 SDRAM (1 x 8 GB)
NVIDIA® GeForce® 940MX (4 GB DDR3 dedicated)
1 TB 5400 rpm SATA[/quote]
haha, i have the exact same specs.
well, i use low preset because i dont worry much about graphics, you can use medium low if you want.
low preset is around 120 fps.
medium low is about 100-105 fps.[/quote]
Oh lmao.
Thanks for the help. I'll try using the medium low preset.
1639
#1639
0 Frags +
rmonly reasons i can think of right now are memory leak or overheating, memory leak isnt a problem it seems.
check for overheating.
kodeeeyYou may want to check clock speeds and cpu temperature over time with cpu-z or something similar so you can rule out the possibility of your cpu thermal throttling.

I checked this and it seems to have been the problem. I had the same OC for a long time but with the recent temperatures inside my house my CPU couldn't handle it anymore so I had to turn it down a little. Thanks!

[quote=rm]
only reasons i can think of right now are memory leak or overheating, memory leak isnt a problem it seems.
check for overheating.[/quote]

[quote=kodeeey]
You may want to check clock speeds and cpu temperature over time with cpu-z or something similar so you can rule out the possibility of your cpu thermal throttling.[/quote]
I checked this and it seems to have been the problem. I had the same OC for a long time but with the recent temperatures inside my house my CPU couldn't handle it anymore so I had to turn it down a little. Thanks!
1640
#1640
0 Frags +

.

.
1641
#1641
1 Frags +
fizzwhiz6.10 sure does remove a lot of commands. Wouldn't it be better to keep those redundant commands in so that they can be initialised with the optimal values (even if many users are unlikely to change these values after they reset their configuration)?

What exactly are the effects of "setinfo"? I understand that it's used to show module settings.

Some of the commands removed were not doing anything in recent builds of TF2 and was verifiably able to test their uselessness. Others were those being set to default valies that were not flagged to be archived.

setinfo creates cvars with the user info flag. All cvars with this flag are sent to the server on join and cvar updates, which can bloat network communication and slightly increase client/server memory usage.

[quote=fizzwhiz]6.10 sure does remove a lot of commands. Wouldn't it be better to keep those redundant commands in so that they can be initialised with the optimal values (even if many users are unlikely to change these values after they reset their configuration)?

What exactly are the effects of "setinfo"? I understand that it's used to show module settings.[/quote]
Some of the commands removed were not doing anything in recent builds of TF2 and was verifiably able to test their uselessness. Others were those being set to default valies that were not flagged to be archived.

setinfo creates cvars with the user info flag. All cvars with this flag are sent to the server on join and cvar updates, which can bloat network communication and slightly increase client/server memory usage.
1642
#1642
0 Frags +

Getting this in console when I try to run any of my class configs causing it not to run
Im using 7.0.0-a.15 with low preset
https://puu.sh/Bce2A/786235f017.png

Getting this in console when I try to run any of my class configs causing it not to run
Im using 7.0.0-a.15 with low preset
https://puu.sh/Bce2A/786235f017.png
1643
#1643
0 Frags +
zfnI've been having issues with the in-game voice chat. It keeps cutting in and out for all players. Any ideas as to which commands affect this? I'm using the sound_high from 6.8.0.

I didn't realise you've released a 6.10, I'll test that and get back to you.

Also why are so many commands missing in 6.10 compared to 6.8? Are they just not needed now?

6.10 didn't fix my issue, and sound_low makes it worse. I can't pinpoint which command is responsible either.

[quote=zfn]I've been having issues with the in-game voice chat. It keeps cutting in and out for all players. Any ideas as to which commands affect this? I'm using the sound_high from 6.8.0.

I didn't realise you've released a 6.10, I'll test that and get back to you.

Also why are so many commands missing in 6.10 compared to 6.8? Are they just not needed now?[/quote]

6.10 didn't fix my issue, and sound_low makes it worse. I can't pinpoint which command is responsible either.
1644
#1644
0 Frags +

.

.
1645
#1645
0 Frags +
TedeiGetting this in console when I try to run any of my class configs causing it not to run
Im using 7.0.0-a.15 with low preset
https://puu.sh/Bce2A/786235f017.png

You need to rename your class configs to have a _c. So like scout_c.cfg.

fizzwhiz
What would be the difference of setting an existing cvar or creating a new cvar with and without setinfo?

User info cvars are transmitted to the server. You can't create new cvars, only the user info cvar entries with setinfo.

[quote=Tedei]Getting this in console when I try to run any of my class configs causing it not to run
Im using 7.0.0-a.15 with low preset
https://puu.sh/Bce2A/786235f017.png[/quote]
You need to rename your class configs to have a _c. So like scout_c.cfg.

[quote=fizzwhiz]

What would be the difference of setting an existing cvar or creating a new cvar with and without setinfo?[/quote]
User info cvars are transmitted to the server. You can't create new cvars, only the user info cvar entries with setinfo.
1646
#1646
0 Frags +
mastercomsYou need to rename your class configs to have a _c. So like scout_c.cfg.

Thanks that worked but I have to execute the config manually now, is there a way to make it execute on class change like normal?

Edit: It was launching on class change, I just had a class change bind fucking with it

[quote=mastercoms]You need to rename your class configs to have a _c. So like scout_c.cfg.[/quote]


Thanks that worked but I have to execute the config manually now, is there a way to make it execute on class change like normal?

Edit: It was launching on class change, I just had a class change bind fucking with it
1647
#1647
0 Frags +
TedeimastercomsYou need to rename your class configs to have a _c. So like scout_c.cfg.
Thanks that worked but I have to execute the config manually now, is there a way to make it execute on class change like normal?

Edit: It was launching on class change, I just had a class change bind fucking with it

what kinda binds did you remove? i have to manually exec all of my class configs after updating and i dont know why

[quote=Tedei][quote=mastercoms]You need to rename your class configs to have a _c. So like scout_c.cfg.[/quote]


Thanks that worked but I have to execute the config manually now, is there a way to make it execute on class change like normal?

Edit: It was launching on class change, I just had a class change bind fucking with it[/quote]

what kinda binds did you remove? i have to manually exec all of my class configs after updating and i dont know why
1648
#1648
0 Frags +

How to change the quality of skins?

How to change the quality of skins?
1649
#1649
1 Frags +
UpDHow to change the quality of skins?

textures module, or mat_picmip (-1 is the best quality)

[quote=UpD]How to change the quality of skins?[/quote]
textures module, or mat_picmip (-1 is the best quality)
1650
#1650
0 Frags +

hello, i'm having mouse issues with this config. The problem happens only in tf2. When I shake my mouse doing left/right (10 cm moves) or doing small circles the mouse snaps as if the sensor lost track of where it was. I'd put the blame on the mouse if it happened outside of TF2 or even with another FPS config but it's not the case. So what in this cfg could mess up with mouse?

my custom mouse vars (taken from my previous cfg) :

m_pitch "0.022"
m_filter "0"
sensitivity "3.2"
m_side "0.8"
m_yaw "0.022"
m_forward "1"
m_customaccel "0"
m_customaccel_scale "0.04"
m_customaccel_max "0"
m_customaccel_exponent "1"
m_mousespeed "1"
m_mouseaccel1 "0"
m_mouseaccel2 "0"
m_rawinput "0"
hello, i'm having mouse issues with this config. The problem happens only in tf2. When I shake my mouse doing left/right (10 cm moves) or doing small circles the mouse snaps as if the sensor lost track of where it was. I'd put the blame on the mouse if it happened outside of TF2 or even with another FPS config but it's not the case. So what in this cfg could mess up with mouse?

my custom mouse vars (taken from my previous cfg) :
[code]m_pitch "0.022"
m_filter "0"
sensitivity "3.2"
m_side "0.8"
m_yaw "0.022"
m_forward "1"
m_customaccel "0"
m_customaccel_scale "0.04"
m_customaccel_max "0"
m_customaccel_exponent "1"
m_mousespeed "1"
m_mouseaccel1 "0"
m_mouseaccel2 "0"
m_rawinput "0"[/code]
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