Well what are your settings?
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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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driftar_lod 0
r_rootlod 0
Please use r_lod -1 so that models in the distance have lower LODs!
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.
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.
I'm so glad that this has come up. It's been a problem in our community for far too long for far too many people, including me. I'm happy that others have been brave enough to speak out and it's really encouraging to me, but I'm not sure if I'm ready yet to speak here about some of the harassment I've faced from some members of our community. Maybe I'll share eventually, but regardless, I hope that we are able to come to an agreement and stand in solidarity against toxicity. It's just common sense, and it will help us grow if we are open, friendly and inviting to all, new and old.
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.
You're conflating a few issues. Let's go through each of them.
pancake_stacksI never ignored anything
pancake_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.
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.
pancake_stacksI believe you're incorrect? The lowest TF2 can go is 0ms, there are plenty of comp servers that allow it and even standard community servers. A pub server I just joined and 0 lerp: https://i.imgur.com/WsQDNY5.png
And it's definitely not placebo. The difference is night and day for me. There is a reason why all competitive pro players are using the lowest possible lerp. Go look at the CSGO pro scene configs, or even TF2 comp scene configs. 99% are using 0 lerp.
And lastly about the hitbox argument, there are countless videos on youtube demonstrating the need to lead targets when using a higher lerp than a lower one. It's clear as day.
What degu said. net_graph doesn't show you the server bounded interp, only the initial client side calculation, which is then changed based on the server telling your client to clamp your interp. If you really had 0 interp, players would be jumping around with no continuous motion, and you should realize that if you understood what interp did.
And pro players using something doesn't mean it's correct. Many people have misunderstandings of these commands and it's just what they've been playing with for a while. Many configs have clearly bad settings all over the place, like rate 60000, which is lower than the default rate of 80000, yet many pro TF2 players use configs based on those settings.
Please show me one YouTube video where it shows you need to lead targets with hitscan. With projectiles, it is a different story, and I think any demonstration you show with negative effects will have a super high interp to show the extreme effects. But as I said, there is no adverse difference in position within a few milliseconds due to max velocities in TF2.
pancake_stacksThanks for updating the commented file.
You should also maybe look into going over your interp section. Having 0 interp being tagged as "recommend as LAN only" isn't the best advice. I personally can't snipe consistently with a lerp higher than 10 (your cfg without any tweaks defaults me to 21 lerp on a pub server, too high IMO), as the hit reg legit feels broken when using a high lerp and you're facing other snipers that are constantly strafe spamming, crouch spamming, drop scope trick, etc. I personally like the lowest possible lerp possible on all classes, as it lines up the hitbox with the visual model as close as possible.
It's obviously placebo in your case, if you say there's a difference past 10ms. The lowest TF2 can go is 15.2ms. There is a reason why interp exists, and why I have that recommendation. Extrapolation is much more harmful than interpolation, especially since you have server frame rate drops and variance regularly on most servers.
The latest version of the config has 17.9ms interp, not 21.
The server is aware of and accounts for client side interpolation latency, so the hitbox argument is invalid entirely for hitscan. And for projectiles, the difference of like 2ms latency does not adversely affect hits, as accurate trajectory is of utmost importance, rather than accurate position within 2ms, since projectiles have a travel time.
JulezHow do i turn these impact sparks off?
Those are low violence settings. Please turn on all violence_ cvars to 1 so you don't enable low violence mode, which enables this and other silly gib effects.
If you're using mastercomfig 7 with just modules and no custom settings, I just pushed a fix removing those violence_ cvars, as I had mistakenly kept them in while testing something.
Since all the game's voicelines use mp3 files, you can remove the miles library that Source uses for playing them. If you move bin/vaudio_miles to somewhere else (to back it up), the game will no longer be able to play voicelines, as well as music and some additional ambient sound effects.
If you want to restore the original behavior, just move vaudio_miles back to the bin folder.
I'm going off of memory here so this might not work, but I'm pretty sure it will.
edit, sorry the file name is bin/vaudio_miles, not bin/libMiles
hooliif you use +mat_antialias in launch options it doesn't mess with overlays, don't ask me why
Thanks!
ZetosThe sliders only show up if an option is changed. If I let it checked, relaunching the app won't tell me if the slider was on or what number was set unless I click the checkbox.
I'm using MSAA 8X (which by looking at the aliases on module-define, should be mat_antialias 8 and mat_aaquality 0), but in-game the antialias sticks to 1. This is an old bug, didn't originate from a.15.
On an older iteration of the config, you wrote on the mat_antialias that it was "commented due to HUD and overlay glitches", so it should be set once and then commented out. Has it changed? Because the config reapplies it every game launch.
Googling about that resolution reset problem I'm having took me to troubleshooting these cvars, but even removing them from the modules-define didn't help. Got any suggestions?
Out of curiosity, is there a way to quickly take a look at what once was the client-custom? It seems to have been restructured.
This is an incomplete UI feature.
Not sure why that would happen.
I haven't found a good way to apply anti-aliasing settings.
Check tf/cfg/config.cfg and your regedit if on Windows (HKEY_CURRENT_USER\Software\Valve\Source\tf\Settings\mat_antialias).
tf/cfg/app/profiles/default/custom