Gibek
Account Details
SteamID64 76561198106781284
SteamID3 [U:1:146515556]
SteamID32 STEAM_0:0:73257778
Country Poland
Signed Up August 28, 2015
Last Posted September 15, 2015 at 12:58 PM
Posts 15 (0 per day)
Game Settings
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Windows Sensitivity
Raw Input  
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#37 TF2 reacts too late. in Q/A Help

Anyway, thank you for help

posted about 9 years ago
#36 TF2 reacts too late. in Q/A Help

wow... now i tried
// Good connection
cl_cmdrate 66
cl_interp 0
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000
and everything work nice

posted about 9 years ago
#34 TF2 reacts too late. in Q/A Help

Still not fix :X

posted about 9 years ago
#33 TF2 reacts too late. in Q/A Help

Ok, propably i fixed it. I had to change cl_interp to 0.03. Thank You all for help. :]

posted about 9 years ago
#27 TF2 reacts too late. in Q/A Help

No, i haven't any binds. I'm using Windows 7

posted about 9 years ago
#25 TF2 reacts too late. in Q/A Help
hurrykannI have only had this problem when I was using a microsoft comfort mouse 6000, are you using one by any chance?

I'm using Thermaltake eSports Saphira mouse.

posted about 9 years ago
#24 TF2 reacts too late. in Q/A Help
Hyperi0nare you using a wireless mouse?

No

posted about 9 years ago
#21 TF2 reacts too late. in Q/A Help

^ That's everything what i have in tf2

posted about 9 years ago
#20 TF2 reacts too late. in Q/A Help

my cfg :

// Disable sprays
cl_playerspraydisable 1
r_spray_lifetime 0

// Disable shadows
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0

// Disable facial features
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0

// Disable ragdolls
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0

// Disable gibs
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0

sv_cheats 1 // Disabled at the end of this, may or may not do anything lol
cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
mat_phong 0 // some people don't like this on I prefer it on for sniper though
cl_muzzleflash_dlight_1st 0
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
cl_new_impact_effects 0
cl_show_splashes 0
func_break_max_pieces 0
glow_outline_effect_enable 0 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all players. - Chris
// In the past I wasn't able to prove that disabling this was significant,
// it effects fps by about 1% after several checks - Comanglia
mat_colcorrection_disableentities 0
mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmaptgasize 8
mat_filterlightmaps 0
mat_filtertextures 0
mat_forceaniso 0
mat_hdr_level 0
mat_max_worldmesh_vertices 512
mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst. - Doesn't really matter much what you set this too if you're cpu bound
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
mat_trilinear 0
mat_viewportscale 0.5 // Almost no performance gain from viewport upscaling.
mat_viewportupscale 1
mat_wateroverlaysize 1
mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
r_3dsky 0
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 9
r_maxmodeldecal 9
r_decalstaticprops 0
r_decal_cullsize 15
r_drawdetailprops 0
r_drawmodeldecals 0
r_drawflecks 0
r_dynamic 0
r_flashlightdepthtexture 0
r_forcewaterleaf 1
r_lightaverage 0
r_maxnewsamples 0
r_maxsampledist 1
r_occlusion 0 // disables ambient occlusion. 2% FPS boost
r_propsmaxdist 0
r_renderoverlayfragment 0
r_staticprop_lod 4
r_waterdrawreflection 0
r_waterdrawrefraction 1
r_waterforceexpensive 0
r_waterforcereflectentities 0
r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
rope_averagelight 0
rope_collide 0
rope_rendersolid 0
rope_shake 0
rope_smooth 0
rope_subdiv 0
rope_wind_dist 0
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
tracer_extra 0
violence_ablood 0 // framerates on -most- pcs are higher with these on
violence_hblood 0

posted about 9 years ago
#15 TF2 reacts too late. in Q/A Help

no, i have off

posted about 9 years ago
#13 TF2 reacts too late. in Q/A Help

http://images.akamai.steamusercontent.com/ugc/683775065707439103/C67F4BAE2E4F99E5EBECA4DAAE9D3B3428E2833B/ Now Polish server, 20+ ping and no difference.

posted about 9 years ago
#8 TF2 reacts too late. in Q/A Help

http://images.akamai.steamusercontent.com/ugc/683775065706999475/01F315E59F464FB5342AD509908486E364A2BE91/

posted about 9 years ago
#6 TF2 reacts too late. in Q/A Help

tnm - Are you talking about cl_interp commands or what?

posted about 9 years ago
#5 TF2 reacts too late. in Q/A Help

ProSkeez - I play only TF2 so idk

posted about 9 years ago
#1 TF2 reacts too late. in Q/A Help

Hello. When I click M1 to shot, game reacts 0.5 sec later. Any ideas to fix it?

posted about 9 years ago