mastercoms
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SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted March 13, 2025 at 2:01 PM
Posts 1553 (0.6 per day)
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#76 The TF2 Aimbot Crisis in Videos

That post inspired me to look into it more, since it had details on what was actually happening for the crash. It seems like it has to do with the compressed fragment size info sent with large split packets. It's either overflowing or just too large for the server to handle quickly.

posted about 4 years ago
#2002 mastercomfig - fps/customization config in Customization

8.4.0 released with networking improvements, performance optimizations and bug fixes.

Changelog
Support me

This release took 35 hours to produce. If you like the work I do, consider supporting me!

Updated recommended base launch options to: -novid -nojoy -nosteamcontroller -nohltv -particles 1 -NoQueuedPacketThread +cl_clean_textures_on_death 1

You can also try +cl_threaded_bone_setup 1 which enables threaded bone setup for animations, improving performance. It is not enabled by default as it can cause crashes.

posted about 5 years ago
#9 launch option for fullscreen? in Customization

I am not sure if mat_setvideomode helps. I'd recommend just using the video settings.

posted about 5 years ago
#4 lagging + timing out in Q/A Help

Set:

cl_cmdrate 66
rate 131072
cl_interp .0151
net_compresspackets_minsize 180
net_maxroutable 1200
net_maxfragments 1200

Remove:

net_splitpacket_maxrate 196608
net_maxcleartime 0.020346

posted about 5 years ago
#2 lagging + timing out in Q/A Help

What config settings do you have?

posted about 5 years ago
#1998 mastercomfig - fps/customization config in Customization

8.3.10 released with bug fixes and spy networking improvements.

Changelog
Support me

This release took 5 hours to produce. If you like the work I do, consider supporting me!

posted about 5 years ago
#1996 mastercomfig - fps/customization config in Customization
kittyMy CPU is the i5 8400 and I have tf2 installed on a HDD. I didn't experience any drastic stuttering with snd_async_minsize 262144.

Do you experience stuttering with snd_async_minsize 0;snd_async_fullyasync 1

posted about 5 years ago
#1994 mastercomfig - fps/customization config in Customization
kittyAfter installing the comfig I experienced a lot of unplayable stutter. It was most noticeable when many sounds were playing at the same time, for example in MvM a wave of crit heavies would constantly freeze my game for up to a second at a time. Changing the value of snd_async_minsize from 131072 to 524288 seems to have fixed this.

I had previously set this to 524288 which I got from an older version of mastercomfig. What does this command do exactly?

Basically, it sets the size of sound file past which it will not bother playing from cache, which partially loads the sound file, and instead starts immediately loading it asynchronously. Thanks for the report on this, but I need more information to know how this fix will affect other machines. What's your CPU and do you have TF2 on an SSD or HDD? Finally, does snd_async_minsize 262144 fix the problem as well?

posted about 5 years ago
#4 How to do the LOD thing on Linux in Customization
Makemakethis will at some point get you vac banned for modifying libraries

VAC is a signature based anti-cheat. If you aren't cheating, you won't get banned. That's Valve's principle. (but disclaimer: I am not Valve, so they could consider this to be cheating and you may be banned)

posted about 5 years ago
#1992 mastercomfig - fps/customization config in Customization

8.3.9 released with networking/hitreg updates.

Changelog
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This release took 40 hours to produce. If you like the work I do, consider supporting me!

posted about 5 years ago
#18 My school is hosting a fortnite tournament. in Off Topic

https://www.epicgames.com/fortnite/en-US/news/highlighting-creative-games-from-january

Here are a list of custom maps, you can use some of these to train specific areas

posted about 5 years ago
#1991 mastercomfig - fps/customization config in Customization
HarrowMy issue is the following. Whenever i switch classes my config for that seperate class doesnt load and the config from the first class i chose stays the same . I cant be bothered typing exec demoman_c or exec sniper_c everytime i wanna switch a class. I just downloaded the latest mastercomfig version ( used to have the 7.0 one and it worked fine). What should i do

Solved on Discord. Needed to move configs to user folder, and rename them back to normal.

posted about 5 years ago
#1989 mastercomfig - fps/customization config in Customization
sAvenAfter updating from version 8.3.5 to 8.3.8, the console was disabled (con_enable was set to 0). Is this a new feature or something overlooked?

The console is no longer force enabled. You can enable it in advanced settings under keyboard. This is due to the extra overhead from the console.

posted about 5 years ago
#17 fix for interpolation-based hitbox desync in Customization

Thinking about and analyzing it further, an interval of 1/66 in interpolation essentially corresponds to a 0.015 interval on the server. So that's fine.

At 66 update rate, when you receive a new snapshot at for example, 0.04545454545 seconds, and rewind 0.0303030303 seconds back in time for interpolation, you are at 0.01515151515 seconds, which is when you received the packet for server frame 1, so you are rendering server frame 1. So when the server rewinds back to server frame 1, it matches your render position.

But now, it seems like I am missing something else, or there can be a big error on interpolation between packets, because if you shoot someone at 0.05303030302 seconds, your render time will be at 0.02272727272, it will submit a command at 0.0606060606, with tick count of 3. Then, it will rewind two frames back because of lerp ticks of 2 from 0.03030303 lerp, and then use frame 1 on the server, which was 0.01515151515 on client time. So, you see something at 0.02272727272, but the server lag compensates it as if it was on 0.01515151515. Essentially making it compensate for the base tick delay from interpolation, but not the distance interpolation introduces from the base tick values.

posted about 5 years ago
#16 fix for interpolation-based hitbox desync in Customization

Alright, so I did investigate further. CServerGameClients::ClientSettingsChanged is not the source of this issue. TIME_TO_TICKS is. TIME_TO_TICKS converts time in seconds into number of ticks. Number of ticks cannot be fractional, according to the TIME_TO_TICKS formula (equivalent to round(dt / 0.015) in TF2 (full formula is (int)(0.5f + (float)(dt) / host_state.interval_per_tick)).

The two relevant places I could find this being used in relation to interp/lerp is in lag compensation (CLagCompensationManager::StartLagCompensation) and demos. In lag compensation, it uses lerp time (as discussed above, set in CServerGameClients::ClientSettingsChanged), and converts it to number of ticks, and rewinds that many ticks back.

What is confusing to me though is that this seems to use the default tick rate (intervals of 0.015), rather than any networking rates (intervals of 1/66). So I must be missing something, or else most of the default settings or using cl_interp_ratio would cause at least an error as well.

posted about 5 years ago
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