thank you all for playing gang garrison 2 the game with tons of lag and no lag compensation in these trying times
Account Details | |
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SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
hello, I have not played team fortress 2 in a couple years
I would be sad to hear it if the crossbow got banned, mostly because it doesn't hurt the game, just changes it, and there's a lot of other problems with the game right now that deserve more attention. It's one of the few things that you can argue one way or the other, but in the same way, that's kind of brilliant, since it means that when they added it to the game, it was a meaningful change but didn't break anything. At least for that, I wouldn't want to see it get banned. But I haven't actually played the game in years, so I have no idea what it's like now.
let's see what tf;tv has been like lately
nevermind
You can't. It's part of the game code. I made a toy source mod once and showpos is written in C++. You might be able to make an extension (like prec) but I highly doubt you'll be able to get it signed or anything.
There are some things I'm ok with forcing like overlays because they literally change the way people communicate but the overwhelming majority of commands in simple FPS configs are important. Come up with a list of specific PLEASE UNBLOCK THESE settings. Fixing some settings that really should not be reset by the game on every map change like they currently are (cl_detaildist and cl_detailfade) would be nice too.
A lot of performance options in TF2 have absolutely negligible effect on gameplay and just turn off eyecandy. Overwhelmingly locking these settings by default is silly at best and against the competitive spirit by default. Performance settings exist so that people with weak PCs can trade away eyecandy in return for performance. Performance is not a secondary matter for competitive play. The game already has a lot of performance-vs-visuals settings literally built in. Some of them shouldn't exist because they affect gameplay so much (hello r_renderoverlayfragment!) but so many of them give an incredible performance gain in return for making some random detail of the game look slightly worse in a way that doesn't affect gameplay in any meaningful way whatsoever.
I don't have a list of all settings that comp disables so I'm just going to pull out obvious settings that I can't find in the video options or advanced options menus. If any of these are unlocked then just ignore them.
Repeat: This is not a list of some of the settings that comp disables. This is a list of settings that should definitely not be disabled in the way settings are currently disabled, and I'm assuming they're disabled because I can't determine that they're not disabled.
MASSIVE performance effect:
cl_detaildist controls the fading-out-at-distance of displacement foliage sprites e.g. grass; the default settings are a HUGE performance sink on some maps like cp_sunshine
cl_detailfade see above
cl_jiggle_bone_framerate_cutoff should obviously be user-configurable because different people place "good performance" at different framerates.
cl_ragdoll_forcefade, cl_ragdoll_physics_enable, cl_ragdoll_collide, ragdoll_sleepaftertime, cl_ragdoll_fade_time
not all of these are necessary to get good performance, just add a "disable ragdolls" switch and make it do the right thing: when high performance deaths are turned on for better performance, player models should fade out over a very short period of time when you kill them instead of making a ragdoll. I don't even care about gibs but they matter too. Do the right thing.
mat_phong
r_3dsky on badly optimized maps
MASSIVE gameplay effect:
cl_cmdrate
cl_updaterate
cl_interp
cl_interp_ratio
^---- These are all constrained by server settings in the first place! if you need to constrain them for fairness and correctness, Use Those! (add a lower cap to cl_interp too tbh, you should not be able to use 500ms interp)
Low updaterates and high interp dramatically increase the latency of projectile weapons and other players' character models. Updaterate applies a floor to the interp window and high interp is basically the same thing as high ping. Lowering these settings (like CSGO does by default!) is literally the most overwhelmingly and unarguably gameplay-improving thing that comp players do.
MASSIVE obnoxious visual effect:
mat_non_hdr_bloom_scalefactor I want to be able to reduce bloom without completely disabling it. Some maps have way too much bloom but some maps use HDR settings that make the outdoors too dark in HDR mode if bloom is fully disabled. Some maps have outright broken lighting settings in LDR mode, too.
cl_smoothtime (first-person input prediction error smoothing period)
other:
r_drawflecks
snd_mixahead engine's audio latency floor. setting this to around 0.05 is literally one of the first things I do when I install a new source engine game.
cl_phys_props_max for badly optimized maps
r_worldlights for badly optimized maps (restricting this to 2 or so might be a good idea because it affects player visibility a lot)
snd_async_fullyasync 1 historically dramatically improves hitching for some people
btw add real transparent viewmodels, minmode viewmodels are not enough
When something isn't in the notes and doesn't work at the time of making the statement it's fair to complain about it not being there. At the time I made that post it wasn't working on my end.
they need to make casual drop-in too not just remove abandonment penalties
downnpourwhy do i get matchmaking cooldown for leaving a pub
why aren't pubs pubs
wew
As always, low interp doesn't even mean better. You want it to be high enough that cruddy servers (the ones you practice on) don't feel worse than good servers (e.g. LAN). High interp trades some latency away in return for higher consistency. You only need to lower interp enough that consistency is about to, but hasn't yet, started deteriorating.
For most people this is between 1 and 2.2 server frames. Some people have particularly bad connections and need to measure the needed interp window in terms of milliseconds rather than frames (e.g. 50ms interp). TF2 servers default to network at 66 ticks instead of 66.66 for some reason, as a cap, though. I'm not sure what they do with the extra two ticks per three seconds.
Interp is a delay window. Even if you could get an interp below 1, it would only cause the engine to constantly be extrapolating things, which means that your hitreg on anything that isn't literally moving in a fixed direction at a fixed velocity would suffer. And I don't even know how extrapolation works against animations. Probably wrongly. Then again a lot of animations aren't synced correctly as-is.
Fall damage thing should be fixed
Pistol RNG can't actually be fixed without changing it into a dramatically different weapon than it currently is, even though it really is a problem. I'd prefer to see a low-RNG unlock for now instead of changing the weapon itself.
> the range on the demo pipes is actually very slightly random by ~5% because tf2 actually models the drag physics and shit
They made direct nade damage bypass that system a few months ago IIRC
> Just make it like LG where after a certain distance it does 0
Pistol is currently 100% accurate on the first shot and it's useful for taking out sentries, pls don't do this
There's only one china. However, there are two chinas, and they are currently occupying different lands. However, there is only one china, and it has the right to both lands.
Basically it's a living paradox because mutually exclusive statements are both true.
Green and black but I want clear :(
I haven't kept up with the comp formats in a long time. Do you guys still do multiple maps per match? Do you do golden cap on the nonterminal maps of the match?
These numbers are still suspiciously high, for everything. How's he measuring base network latency?
I used to do it because it made me feel like I could see more
nothing to do with parallax, maybe it was because of smoke particles or fooling my brain into thinking there was more motion than there was