gullywash 2.0
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 |
IIRC control points stack indefinitely.
#5 depends on what element the HUD crosshair is on.
by any chance are the first and last "s part of the script in your config
because if they are that would explain why it doesn't work and you should remove them
other than that though it's intended behavior that you can only see scoreboard and debug overlays like netgraph and cl_showfps when the scoreboard is up
#24
There's a bunch of source engine technical shit that's important, but the most obvious and plain reason is that disabling vsync (which you *should* do in a game this fast) allows for tearing, and the higher your framerate is the less visible tearing objectively is (because there's less time between any two frames that are torn together).
why do people think that "downtime" in spectator FPSs is a bad thing
#21 on some weird setups vsync doesn't cause much noticeable input lag at high framerates. so it's worth the benefit of the doubt
vsync almost always causes input lag in directx games
FunkySOUPIsn't it better to cap your fps if you use accell?
yes, if you use ingame accell you need to cap at or below the lowest framerate you hit during fights or the accell will fuck up
ARIN PLEASE CONTINUE SEQUELITIS ;_;
capping jitters for some people but doesn't jitter for others
it's hardware or OS related
delpoThe interp is the "optimal" setting for hitscan.
. . .
cl_interp_ratio 1
no it's not
http://teamfortress.tv/forum/thread/1491-what-interp-is-the-best
Comangliacl_smoothtime .01 basically means for 10ms the client will smooth out movement of other players based off of server updates
no it doesn't
http://teamfortress.tv/forum/thread/8632-cl-smooth-0-or-1
last is long as granary but with defense having a height advantage too :(
cmdrate and updaterate should be below your fps, just in case on one of the things tf2's engine does doesn't work the way we expect it to. other than that you just want them as high as possible.
// rates etc:
// Good connection
//cl_cmdrate 66
//cl_lagcompensation 1 // DO NOT EVER CHANGE THIS
//cl_pred_optimize 2 // DO NOT EVER CHANGE THIS
//cl_smooth 0 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
//cl_smoothtime 0.01 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
//cl_updaterate 66
//rate 60000
// Bad connection
//cl_cmdrate 40
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 40
//rate 35000
// interp settings:
alias net_harsh "cl_interp 0; cl_interp_ratio 1"
// You should use this for projectiles, the flamethrower, and feigning.
// On LAN, this setting is king.
// If you have a 120hz monitor, you might want to increase the 1 to something like 1.2. I don't know. Try it out.
alias net_harsh2 "cl_interp 0.0182; cl_interp_ratio 1.2"
// Use this instead of the above if you experience rockets "warping" through scouts, or microstuttering animations
alias net_normal "cl_interp 0.033; cl_interp_ratio 2"
// Use this in most cases, or if you don't know what else to pick.
alias net_soft "cl_interp 0.05; cl_interp_ratio 2"
// This is the safest "comp" setting. If you're experiencing trouble, use this. If you still have trouble, go back to defaults.
// Also, use this on things that "can not" miss or are especially susceptible to "shitreg" for you, meaning sniper rifles and (for me) scout weapons.
I fixed it, same URL, just redownload. For real this time.