6.3.0 beta5 https://github.com/mastercoms/mastercomfig/releases/tag/6.3.0-b5
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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 | September 14, 2024 at 1:13 AM |
Posts | 1545 (0.6 per day) |
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solly6For those who don't know, sigsegv recommended the value of cl_interp_ratio 2 and cl_interp 0 for better hit registration.
Go to this link.
But read the description to not mess up your shots.
I agree with sigsegv's reasoning, but currently in the 6.3.0 beta I'm experimenting with an interp of 0.02272 which should give a good balance between coping with dropped packets and less delay.
Olgha@Mastercoms Thanks for all the hard work, it is pleasure to have all commands described in your cfg, i red them all with sexual desire for you.
note : dx8 works better with Geforce 860M than dx98, i even got a weird "bug" by using this cfg, that i made from yours : https://pastebin.com/R7MaT63w
-> When i launched it with dx98, i went to settings in game, turning off multithread rendering, and then on, and i weirdly went to dx70 (shown in advanced graphics settings in game)
Do you have any teepee and donation link ? i would be glad to thank you for your efforts
does dx8 work better than dx90 or dx95? and that is a strange bug.
I make this config out of love for the game and its community. If you really want to donate, I'd recommend donating your money to a charity.
Rotten_Mindyes, the problem seems to be fixed, thank you.
also, i just tried benchmarking on both dxlevel 95 and 98, and i actually got more fps on 98.
was it coincidence or 98 is more optimized?
Higher dxlevels use more advanced/newer features, which mostly take more advantage of your GPU.
Rotten_MindGeForce 940mx
i5-6200U 2.30 Ghz
Ok, I've disabled it in the latest beta. My reasoning was that the new particle system was more optimized/maintained, but I guess that benefit is lost from the usage of higher quality particle effects.
6.3.0 beta3 https://github.com/mastercoms/mastercomfig/releases/tag/6.3.0-b3
Rotten_Mindhey there.
i just tried 6.3.0 b2, my fps seemed to be less than usual, i checked it.
-dxlevel 98 -novid -nojoy -nosteamcontroller -noff -softparticlesdefaultoff -reuse
1024x768
6.3.0 b2 maxperformance
2639 frames 21.963 seconds 120.16 fps ( 8.32 ms/f) 9.607 fps variability
2639 frames 21.925 seconds 120.36 fps ( 8.31 ms/f) 9.644 fps variability
2639 frames 21.969 seconds 120.13 fps ( 8.32 ms/f) 9.226 fps variability
6.2.1 maxperformance
2639 frames 21.342 seconds 123.65 fps ( 8.09 ms/f) 9.039 fps variability
2639 frames 21.164 seconds 124.69 fps ( 8.02 ms/f) 8.989 fps variability
i know it's just 5 fps, but when i play some 12v12 match it drops hard.
i think it's because you enabled cl_new_impact_effects and didn't switch it off in maxperformance preset.
what is the reason of turning it on though? just curious.
What's your graphics card?
Olghajust a question about r_rootlod, what does it do globally and which value is the most interesting to get the best performance out of it
It offsets the LOD used at first. You will get the most performance from r_rootlod 2.
AeI use SSD but my TF2 game files in the HDD, do I need to use the addon too?
No, you should only be using it if TF2 is on the SSD.
6.3.0 beta2 https://github.com/mastercoms/mastercomfig/releases/tag/6.3.0-b2
ZeRo5I have an i7-4558U CPU @ 2.80 GHZ and an AMD Radeon R5 M230 graphics card and an integrated Intel Iris graphics 5100. Which config/addons should I use? Help appreciated.
I think you should be able to use default or comp. If you have an SSD, you can use the SSD addon added in the beta.
snowiafter the tf2 update a couple of days ago setting mat_antialias via my custom.cfg is making me crash on launch. any idea whats causing this to happen?
currently using the latest maxperformance vpk.
By latest do you mean the 6.3.0 beta1 or 6.2.1?
evgleCan someone follow up on this? I currently have my hitscan classes set to cl_interp 0.0333;cl_interp_ratio 2.2 and projectiles to cl_interp 0.0152;cl_interp_ratio 1.
Is it better to keep the cl_interp the way I have them and change the cl_interp_ratio to 1 for both hitscan and projectile?
What is general idea/conclusion on the ideal cl_interp and cl_interp_ratio settings for hitscan and projectile?
solly6's reply was sufficient. I think I need to emphasize that cl_interp_ratio determines the value of cl_interp, so you shouldn't be setting cl_interp manually. Just set it to 0 and let cl_interp_ratio do its job. I would recommend using cl_interp_ratio 2 for everything.
Sineticore i3-3240
8gb ram
and some default intel graphics card
also i think it was the net settings. cos i changed some net settings and it seemed to fix it. But i has like a tiny bit of constan loss for some reason.
You shouldn't be using the badcpu addon. And what did you change with the net settings?
alamo2914The bad GPU addon puts more work to the CPU, and the bad CPU addon is made for... bad CPUs.
I'm pretty sure it's more recommended to use only one of them.
You can use both. The badcpu addon just decreases CPU usage.
SinetiI just installed this cfg with the bad cpu and bad gpu addons, and it gives me so much input lag, and the sound is messed up when i shoot as well. The shooting sound (on any class/gun) seems to play twice, and the input lag is awful as well cos it takes ages to shoot.
I also cant find where the m_rawiput 0 command is, cos i want to change that as well.
Any solutions?
pls and ty
What are your specs?
SetsulThey don't have to be but that doesn't matter.
For the attack to work the executed code needs to be able access the data you want to leak. So if you're not in kernel mode an attack on the kernel will fail because the data is never accessed either a) because the permission check fails (AMD/ARM) or b) because the fix for Meltdown has already flushed the TLB and the adress isn't known.
Sure you can use it to gain access to data in your own process but that's a bit redundant. If your own program contains malicious code and uses it to leak its own data to itself, well, you've achieved nothing.
If you're running untrusted javascript code via JIT in the same process as some sensitive information you might want update your JIT to use conditional bound checks. On the other hand you're running untrusted javascript code via JIT in the same process as some sensitive information so you deserve everything that happens to you.
Not sure what the point of this response was, I wasn't trying to disagree with you that extensively, nor does your defense make sense. The possibility of browser exploitation should not be dismissed and the proper preventative measures should be taken to mitigate it. https://support.google.com/faqs/answer/7622138 (see Google Chrome listing)