Testing some networking settings on a server:
steam://connect/tf.mastercomfig.com
connect tf.mastercomfig.com
Voice chat on Discord! https://discord.gg/CuPb2zV
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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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Raw Input | 1 |
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Testing some networking settings on a server:
steam://connect/tf.mastercomfig.com
connect tf.mastercomfig.com
Voice chat on Discord! https://discord.gg/CuPb2zV
v6.11.7 released with performance improvements, networking enhancements and quality of life improvements.
Can someone tell me the dealio with ESEA? Can I remove all references to it from mastercomfig documentation yet?
Tanniemine doesnt have it disabled, i copied it from credu stream and he told me there are ragdolls gibs and shadows but rn it seems to be fixed.
maybe ill have to wait for him to stream again and get his cfg
How did you copy it from credu's stream? Just download it from here: https://mastercomfig.com/download
sAvenSo does that mean you should gradually increase interp until the value is no longer yellow?
Usually there's too much variance to reliably get it from looking at the packet loss indicator. You should instead analyze the average server variance, and average sv tickrate, and determine the value from that, plus a fudge factor. I already did this with my interp value of 0.021, which should also not be very noticeable to humans. I only recommend this interp for projectiles and melee, and 0.0303 (interp ratio 2) for hitscan. This is because hitscan is fully lag compensated for interp, and there is not clientside offset like projectiles do with higher interp (because no travel time).
sAvenIs there any reason why r_worldlightmin is different for the very_low preset vs. the low preset even though r_worldlights is 0 for both?
I wasn't sure if r_worldlightmin was only for world lights.
zfnJust curious why the changelog says "Optimized particles", but the "ConVar.cl_particle_retire_cost" "0.0001" has disappeared from dxsupport_overide? Was it not working?
Just testing if this will affect CPU load. It might be more beneficial for dxsupport to decide based on your GPU. There are other particle optimizations, like disabling more particles using dxsupport. It might return in a future update.
whitepuzzleI've never had an issue with 15.2ms interp (no players stuttering or hitreg issues or anything) and the difference in projectile delay is noticeable.
Noticeable between 21 (or 17.9) vs 15.2ms? I kinda doubt that. Keep in mind that the delay isn't server side either, it's an artificial client delay that spawns your rocket further down the barrel to have better visual sync, since projectile spawns and destroys are not interpolated.
And just take a look at your net_graph 3. See whenever your lerp turns yellow. That means you are dropping packets.
v6.11.6 released with performance improvements and bug fixes.
sAvenSince TF2 just crashes when loading in-game matchmaking in DX8, would it be better to have "mat_dxlevel 90/95" in mm_overrides.cfg to save people a restart?
I don't want to set that, since it would also set for people already on DX9.
sAvenHow come my comfig.cfg doesn't have the comments and organization of the code changes for version 6.11.5?
https://imgur.com/a/oJfha0q
Comments are removed from the VPK version to save space. You can view the config files with comments on GitHub, and download them for offline access.
_KermitsAvenwhitepuzzleAlso, how to get 15.2ms interp on V6? I set snapshots to "lan" in modules.cfg, but I still have 21.0ms interp.
I think the answer was that 15.2 was too unreliable and resulted in packet loss.
I'm sure that on soldier/demo 15.2 is still worth it.
You can change it using snapshots_lan in user/game_overrides.cfg.
However, I seriously advise against using it: https://www.teamfortress.tv/51693/current-year-net-settings#4.
v6.11.5 released with performance improvements and bug fixes.
whitepuzzleI switched back from 7a to 6.11.4 (medium-low.vpk) and fences (like the one near snakewater spawn, or ammomod) look aids now even with MSAA enabled. How to fix it? On 7a, they only looked shit with MSAA disabled.
Use aa=medium in your modules.cfg.
Also, to respond to your edit, that wiki edit is straight from the mastercomfig wiki.
I have no reason to believe this launch option hasn't been in the game for a long while
Pertis there a preferred version/s to use or one/s I should avoid if Im using an overclocked 8600k and a 1080TI?
Depends on what graphics quality you want. The addons are the ones that are strictly about hardware. But I doubt you really need/want very low or low with that powerful setup.
It still uses DirectX, it just sets DirectX to use the same reduced feature level as OpenGL.
Artz_HispanianMy max FPS is set to 181 instead of 300 and some of class specific key binds don’t work right now.
Could you show me your class config set up?
And 181FPS is the default FPS limit in mastercomfig
What launch options do you have?
What commands did you try?
You need to be specific, because some part of your set up might be harming performance.
If you are desperate for performance, you can reduce network processing by using the packet_rate=congestion module for mastercomfig.
Artz_HispanianDoes the custom or any of the class configs not work anymore with 6.11.4?
Should work if you have everything in the user folder without any renaming.
v6.11.4 released with networking improvements, performance enhancements and general quality of life improvements.
Do you have multiple monitors? If so, there seems to be a bug in Windows 10 (might only be with AMD drivers, idk), that makes the mouse freeze if you have multiple monitors in certain situations. It happens more often if one of your monitors is off, but plugged in, or if it is a TV.