whats the AMD equivalent of nvidia inspector
Account Details | |
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SteamID64 | 76561198011988825 |
SteamID3 | [U:1:51723097] |
SteamID32 | STEAM_0:1:25861548 |
Country | Spain |
Signed Up | August 12, 2014 |
Last Posted | January 13, 2022 at 5:58 PM |
Posts | 1150 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | 3.6 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
400 |
Resolution |
800x600 |
Refresh Rate |
110 |
Hardware Peripherals | |
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Mouse | Delux M625 |
Keyboard | |
Mousepad | Zowie P-RF |
Headphones | |
Monitor | NEC MultiSync FE990 |
you say its ping/lag but the vid you show seems to be game stuttering, not network related
is it your network or does the game literally freeze for you coz thats different
Theres a nice Win7 debloat guide for the people still using it
donihow to download comanglia toaster?
its on cfg.tf
mat_filterlightmaps 0
mat_filtertextures 0
mat_specular 0
mat_trilinear 0
these are the only differences anyway but some of this is slightly outdated:
- You have to toggle mat_filterlightmaps ingame to get the blocky textures
- Having both specularity and trilinear off decreases fps for unknown reasons
So with this in mind its probably better if you use these
mat_filterlightmaps 1 // put mat_filterlightmaps 0 on your class configs or bind it
mat_filtertextures 0
mat_specular 0
mat_trilinear 1
RockzMat_queue_mode -1; snd_mixahead .0375 if you want it right away
what i mean is that if you hit a shotgun or a rail in quake3, you hear the hitsound instantly even if you had 100ms latency, but in tf2 with the same ping, even if you reduce the sound delay, you will first hear your shotgun and 100ms later hear the hitsound
twiikuuThey are literally the same code
is it based on quake 3 for real? considering quake 3 netcode is different from quake 2, and quake 2 is the one that people claim valve based the half-life 1 engine on.
Also from what i read, Quake 3 uses UDP, while TF2/Quake 2 use TCP
[In Q3] the server never sits around waiting for an acknowledgement. As a result, latencies are much lower than if you have code that sits there twiddling its thumbs waiting for a synchronous ACK. -Source
Is there any reason why TF2 netcode feels like its held together with ductape compared to other games?
For comparison, in Quake 3/Live when you hit someone with hitscan you instantly hear the hitsound, but in TF2 the hitsound has a delay dependant on your ping, like if the server has to check back if you hit the player instead of the client itself. Like in QLive it feels like real time, even rockets seem to "come out" instantly even with 80 ping but in TF2 it seems to be server-dependant and the hitsound and projectiles are delayed depending on your ping.
Its like the netcode and hitreg of TF2 waits for the server confirmation idk can someone smart explain it to me?
this was way more fun for me than highlander even if they forced the mappool to be very similar
a bit of a shame that the admins wanted it to be "highlander with less players" but it was a really fun mode regardless and probably even easier to get into than HL
i still think 6v6 classlimit 1 would've been better but i guess that won't happen and if it did the HL mains behind it would make it on payload maps anyway
16:41:39 ---------: lmao wtf is mumble is it what u do when u talk to a girl
unravhttps://youtu.be/XAgosLLZDx0
im gonna agree with this because i autistically believe that all the rules should be written down instead of just be word of mouth and because i love his accent and he should voice heavy weapons guy
edit:
i mean if the purpose of sandbagging rules is to avoid situations like this, they are clearly overdoing it on HL, and underdoing it in 6v6 where each player counts a lot more. Besides regardless of that theres no clear rules and its up to admins to personally choose
seems like rolling out left side is way better for demo while everyone else should go right side
mid and lobby/last feel great to play on, but 2nd is a bit too big and i wouldnt know where to hold on it
it could be interesting to replace the pillar under the mid point with a small healthpack for some risk-reward
Full playtest
biggest problem of the map is how fast the attacker spawns are when you're defending last, making it extremelly hard to recapture 2nd when the guy you kill spawns in about 6 seconds right next to lobby
example: https://youtu.be/CEWvXXs1PrM?t=1150 (check scoreboard)
theres also a lack of healthkits and ammo in general and the mid feels pretty flat and lacking high ground
i guess you could tell people to run their in-house mixes on mixchamp since its nearly empty most of the time anyway, but they might aswell do it on pugchamp in slow hours
whats the difference with mixchamp anyway? does it autobalance teams or something like that?
did u remember to put the thermal paste?
maybe some of your case fans are aiming the opposite side and keeping hot air in
usually you need to have the fans aim towards the back of the case
https://i.imgur.com/c8BLTqJ.png
ouch, not even promo items for tf2