janedoer_lod 0/1/2
r_rootlod 0/1/2
0 is highest and 2 is lowest
Important to note that these are not viewmodel-specific. They apply to all models in the world
Account Details | |
---|---|
SteamID64 | 76561198003911389 |
SteamID3 | [U:1:43645661] |
SteamID32 | STEAM_0:1:21822830 |
Country | United States |
Signed Up | May 16, 2015 |
Last Posted | December 29, 2020 at 8:30 PM |
Posts | 234 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 0.533333 = 17"/360 |
Windows Sensitivity | 4/11 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
2560x1440 |
Refresh Rate |
144hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder 2013 |
Keyboard | Microsoft Wired 400 |
Mousepad | some cheap rosewill that works |
Headphones | Sennheiser HD 558 |
Monitor | Asus ROG Swift |
janedoer_lod 0/1/2
r_rootlod 0/1/2
0 is highest and 2 is lowest
Important to note that these are not viewmodel-specific. They apply to all models in the world
I think the OP's point is that we might as well go for having the game look nice rather than having it set up to give you the most frames/be the most aware of your surroundings. His argument is that there's no reason to use fov_desired 90, because we're simply the audience, and we're not having to react to things. Same way that we don't care about the broadcaster's game having more than the fps of the stream, so if they can handle dx9 and get 61 frames, we'll be happy.
It's just like how we don't complain about not having streams at 144fps, and for the longest time we didn't complain about streams at 30fps. As long as the actual players in the game are having an enjoyable experience, the audience is having an enjoyable experience watching them.
deetr70 viewmodel_fov looks like ass. All the people who spend money and time supporting this game agree. There is no reason to change it to attract some people who will watch 1 or 2 casts. It's the same situation as something like Arena Respawn where sure it appeals to casuals but it is overall far worse than what the hardcore players already like.
I think "all" might be a bit of a generalization.
Verify game cache, remove "performance" config/try performance config depending on if you already have one, remove mods, report back
please, this phishing technique is probably almost a year old by now, stop making PSAs about something that everyone is already aware of/at least search first
powahi have used interp 0 my entire life
does anyone actually know how that stuff works?
i dont think i ever had trouble with it, or atleast i never blamed my interp for the shots i missed
Your interp is the maximum of the following: (cl_interp) OR (cl_interp_ratio * (1 / cl_updaterate))
cl_interp_ratio is forced to 1 by the ugc config, so if you set cl_interp to 0 and are using cl_updaterate 66, your real interp is (1/66) = 0.01515151515
Elepimpi dont have a config.cfg
Welcome to TF2! The only way this could happen is if you never launched the game before.
stabbypazerAs a cheat.stabbyHurpDurpthanks. Odd it's not locked, in that case.stabbyI also found this interesting cvar:
net_splitpacket_maxrate def. "80000" min. 1000.000000 max. 1048576.000000
"Max bytes per second when queueing splitpacket chunks"
I tried setting it to max with no noticeable effects...gonna stick with it for a bit out of curiosity. Would appreciate if anyone could identify what exactly it does.
From what I understand, this cvar controls packet splitting server-side to send more packets to the clients, to alleviate choke. I don't think it has any effect if set on the client.
Locked in what way?
...why? How could that possibly be used as a cheat (especially since it's a server cvar)?
stabbyHurpDurpthanks. Odd it's not locked, in that case.stabbyI also found this interesting cvar:
net_splitpacket_maxrate def. "80000" min. 1000.000000 max. 1048576.000000
"Max bytes per second when queueing splitpacket chunks"
I tried setting it to max with no noticeable effects...gonna stick with it for a bit out of curiosity. Would appreciate if anyone could identify what exactly it does.
From what I understand, this cvar controls packet splitting server-side to send more packets to the clients, to alleviate choke. I don't think it has any effect if set on the client.
Locked in what way?
tnm- Fixed font rendering issues for Mac clients
Does this means huds are now universal?
Not unless tf2 actually loads TrueType fonts now instead of relying on windows to do it.
SkeeFlickerNvidiaInspector has absolutely no effect on your fps afaik. They won't increase or decrease.So if I set LOD to something like -15 to improve textures instead, I won't get decreased fps?
You'll just get horrible texture aliasing.
Make sure you're not on WiFi. If you're already wired, call your ISP and tell them your connection quality is unacceptable.
Most of the values you are setting are already the defaults for those cvars, and they remainder is almost all preferences that don't impact performance negatively or positively.
Setsulwords
Trying not to derail this discussion any further, but you're right, and sorry you had to type all that out (I'm quite familiar with c++ and multithreading). I was just trying to explain that lack of thread affinity does not mean that tf2 can simultaneously use 8 cores.
On another note, I'd be curious to see if the results of your testing with different -threads values were different when using threadpool_affinity 0.