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Account Details
SteamID64 76561198018028546
SteamID3 [U:1:57762818]
SteamID32 STEAM_0:0:28881409
Country Australia
Signed Up May 1, 2013
Last Posted March 16, 2024 at 1:42 AM
Posts 171 (0 per day)
Game Settings
In-game Sensitivity 4.3
Windows Sensitivity 6/11
Raw Input 1
DPI
400
Resolution
1920x1080
Refresh Rate
240
Hardware Peripherals
Mouse Intellimouse Pro
Keyboard Pok3r
Mousepad Puretrak Talent
Headphones ATH-ADG1X
Monitor Benq 240hz
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#12 OZF 15 W1: Long Live the Meta vs. Cooking with Coolio in Events

can an elite 4chan hacker locate moop and cooki ty

posted about 8 years ago
#1 gossip girl has a makeover in News

was looking forward to seeing 4RAR muslim gaming community in prem....

posted about 8 years ago
#2 ozfortress season 15 announced with major changes in News

ozfortress winter league

posted about 8 years ago
#11 ex-Reason squad move to nerdRage in News

what about the keyboards

posted about 8 years ago
#9 Overclocking Mice in Hardware

I'm wondering whether this will allow people with older mice such as myself (IME 3) to be able to get 1000Hz on the new Skylake processors. (Because currently the only way is to buy the fatality mobo)

posted about 8 years ago
#7 Overclocking Mice in Hardware
DamnEasyWhat would this do?Marginally less input lag for one thing: On single events like clicking a mouse button USB polling adds latency up to a full poll interval, i. e. up to 1ms at 1kHz, but only 0.25ms at 4kHz; on average 750 / 2 = 375us faster input. Again, marginal.

Additionally a continuous flow of data as you get with standard mouse surface tracking will appear smoother; an update each 250us as opposed to each 1000us means your cursor travel/game rotation is less jumpy. You could also argue a greater polling rate more accurately reproduces the physical tracking path as lower polling introduces a kind of path correction (see Polling Misnomer: http://www.overclock.net/t/1251156/an-overview-of-mouse-technology) as per digital sample rate logic. But as opposed to audio or whatever in mousing the reproduction accuracy for "inbetweens" in constant motion is largely irrelevant; you only really care where you end up at and that's the same for all poll rates. Maybe when you are drawing stuff the visually corrective effect could be annoying, but there you can simply move your mouse more slowly to circumvent this effect. Plus, 1kHz is already "path-accurate" enough anyways - at least I don't think artists are maneuvering their hands consciously on a 1ms-scale.

On the flipside, swamping your CPU with 4k+ USB interrupts per second increases CPU load and decreases polling stability/precision (http://www.overclock.net/t/1550666/usb-polling-precision). Which basically means mouse stutter, noticeable in games primarily.

1kHz is plenty and we don't really need more. This is just interesting fun and play. Near-instantaneous isochronous communication between host and mouse could still be worthwhile in the future, but for that we'd need a dedicated real-time interface with CPU-independent input processing and mice that internally support sending out their data at rates far beyond the USB standard (i. e. after each individual frame correlation step, which is 6000-12000 times per second?).
posted about 8 years ago
#24 ESEA S21 W2: froyotech vs. Ascent in Matches
cookiejakehttps://i.gyazo.com/1788ca296072fc3cc946230a6b0533b3.png

inb4 shade "ring"?

posted about 8 years ago
#10 Sven Co-op now available on Steam for Free in Other Games

been playing all day with friends, pretty fun and challenging in parts.

also you basically get hl1, opposing force and uplink for free (the game is standalone)

posted about 8 years ago
#38 Update PVHud Pls in Customization

do this
http://ozfortress.com/showpost.php?p=995138&postcount=1482

not sure if it was my res or not (1920x1080) but red team pings are cut off for me.

posted about 8 years ago
#2386 HUD editing: short questions, quick answers in Customization

Hello friends, bit of a longer question here but didn't think it was worth making a new thread over.

I'm trying to make the vaccinator charge bar work on my edit of the pvhud medic chargebars and would be great if someone could help me out or at least point me in the right direction.

I played around with the chargemeters in hudmediccharge.res but couldn't make it work properly as it would charge the entire length of the bar for 1 uber instead 1 uber per section.

Basically, I want to move the thing in yellow and also delete the things in green.

http://imgur.com/MM1ABzA.png

Currently the medic hud looks like this: (I want to keep it like this on uber/krits/qf)

http://imgur.com/LD8bDc7.png

Something like this for vacc would be ideal:

http://imgur.com/OscBBFI.png

Files:

my PVHUD edit

PVHUD master for reference

Thanks

posted about 8 years ago
#6 TF2 Poor FPS GTX 970 & i7 3770k w/ fps config in Customization

did you try the things in flames thread?
http://www.teamfortress.tv/30651/boost-fps-with-this-one-simple-trick

posted about 8 years ago
#31 Update PVHud Pls in Customization

from the other thread:
http://pastebin.com/Gku5aWEv

put in HudAnimations_tf.txt (in tf>custom>pvhudfolder>scripts) over the top of the halloween contract stuff (or just put at the bottom if you didnt do halloween)

posted about 8 years ago
#22 Should Saloon.tf Verify This Match? in Off Topic

get rid of all risk when gambling pls geel

posted about 9 years ago
#26 ash leaves froyotech in News

finally

posted about 9 years ago
#3 UGC HL S17 AUS/NZ All Stars in Events

its not aus v nz

posted about 9 years ago
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