wareya
Account Details
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
In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
Headphones Generic
Monitor Generic
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#34 stock vs the original in TF2 General Discussion
Odissiusprojectile inheritance

tf2 doesn't have any projectile inertia inheritance, you're feeling the lack of projectile lag compensation (which has an opposite effect)
and before someone brings up the flamethrower's Doppler effect, that's irrelevant to the subject at hand

posted about 12 years ago
#21 Cooler Master QuickFire? in Hardware

I'm a plebian - what are the differences between different switches? Not in construction, but their feel/give/click/springing.

posted about 12 years ago
#2 THE GREAT HOME SCREEN CHALLENGE (your phone) in TF2 General Discussion

2 bright

posted about 12 years ago
#42 give me your honest opinion in Off Topic

voice of an angel

posted about 12 years ago
#121 Post your setup in Off Topic

http://i.imgur.com/xnnNF.jpg

posted about 12 years ago
#57 Post your mouse pad in TF2 General Discussion

does that mousepad lay flat anymore?

posted about 12 years ago
#45 Post your mouse pad in TF2 General Discussion

Paper on top of an artscow mousepad, because the paper glides better but has bad form without the pad.

http://i.imgur.com/TrRB1.jpg

Uncovered.

http://i.imgur.com/0mTWo.jpg

You can see the wear-out from my mouses and wrist on the ink closer up.

http://i.imgur.com/Ke2gn.jpg

My setup; my mic is on top of another artscow mousepad. Heh.

http://i.imgur.com/xnnNF.jpg

posted about 12 years ago
#13 class limits on the pub in TF2 General Discussion

wrangler

posted about 12 years ago
#15 cl_interp in TF2 General Discussion

cl_updaterate 66
cl_cmdrate 66
cl_interp 0.015
cl_interp_ratio 1

posted about 12 years ago
#13 cl_interp in TF2 General Discussion

it's the larger of cl_interp vs cl_interp_ratio/cl_updaterate

posted about 12 years ago
#11 cl_interp in TF2 General Discussion

if the server's cl_interp_ratio limit is really 1, then I think that means your updaterate has to be 20. Ouch.

posted about 12 years ago
#9 cl_interp in TF2 General Discussion

#8: That means that your cl_updaterate is 40, right? Can you verify that? Check cl_interp_ratio too.

posted about 12 years ago
#7 cl_interp in TF2 General Discussion

0 doesn't mean the server deals with it, it means that it's the length of two server messages (by default)
how it works is, the server sets your "real" interp to the largest of cl_interp or cl_interp_ratio*(1/cl_updaterate); if you set cl_interp to 0, then since the default cl_interp_ratio is 2, it will set your real interp to

it happens that cl_interp_ratio 1 on cl_updaterate 66 (which is what people should be using now) turns out to be the same as setting cl_interp 0.0152; but that doesn't help unless you set cl_interp_ratio to 0 as well (it'll be restricted to 1, but they're equal, so it doesn't matter)

setting cl_interp 0 and cl_interp_ratio 1 gives you the lowest possible delay when you fire projectiles without breaking hitscan registration (which would require gay server settings, but whatever)
cl_interp_ratio 2 (same as cl_interp 0.033 for cl_updaterate 66) happens to be better than 1 for hitscan hitreg because of networking jitter; but I digress
tl;dr: cl_interp 0 cl_interp_ratio 1 cl_updaterate 66 cl_cmdrate 66

an aside: the "best" rates would be 66.67ish (200 ticks per 3 seconds, the rate that the TF server runs at), but the default server settings restrict them to 66 max.

EDIT: Interpolation is to ensure smooth animation when the client framerate differs from the server framerate (it will); basically it makes the animation halfway between different messages, and the higher cl_interp is the further apart those messages are (so the smoother it is on modern internet connections); but this delays your gamestate more than lower ones. the smoother the animations, the better your hitreg is, but the more delay there is the less realistic/accurate your game is.
On LAN, cl_interp_ratio 1 and cl_interp_0 is objectively the best.

posted about 12 years ago
#2 cl_interp in TF2 General Discussion

0

posted about 12 years ago
#7 hookyHUD - just based on the default this time in TF2 General Discussion

Speaking of big, I love how big the cap icons are. The CTF HUD could use a lot of spacial fix-up-ing, though, and the payload HUD seems awkward and squished,

posted about 12 years ago
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