getting the metal footsteps everywhere since latest update, tested with other huds/no custom hud and it's m0rehud causing it
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SteamID64 | 76561198026647567 |
SteamID3 | [U:1:66381839] |
SteamID32 | STEAM_0:1:33190919 |
Country | Australia |
Signed Up | January 6, 2018 |
Last Posted | September 2, 2020 at 12:28 AM |
Posts | 39 (0 per day) |
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btw did you intend to make the small font slightly larger in latest update?
small font non-minmode looks tiny on latest update
8.3.5 medium-low seemed better than 8.3.7, specular for aussies and uber (much better visibility on ubers in dxlevel 81) without the shiny textures on floors and whatnot that you get with 8.3.7+lighting=medium_high, and barely a 0.5% performance impact
Why is m_filter 1 set in flatmouse.vpk? What does it even do? I remember needing to disable it manually a while back because it was causing some weird tracking issues, but I think that might have been due to a particular buggy windows update (I just re-enabled m_filter today, and it feels fine).
I went back and forth a lot today and I really do feel that 15.2ms feels faster for projectiles. I think that 15.2ms projectile and 21.0ms hitscan is the best balance as long as you aren't getting a lot of dropped packets on 15.2ms.
mastercomsYeah, because hitscan has pretty much no downside with interp. It's fully lag compensated. With 30.3ms, you get guaranteed protection against packet loss and slightly more predictable/stabler entity movement.
Does the higher interp not also delay the visibility of enemy projectiles, though?
Also, is there a module to enable low violence mode so that I can avoid having violence_hblood 0 in my autoexec? I'd prefer to consolidate all graphics config related stuff in modules.cfg.
mastercomswhitepuzzleWhat happened to 17.9ms interp? Not worthwhile compared to 15.2 and 21.0?Yeah, I increased it to 21ms based on human tolerances to get a bit more in the buffer.
If the lerp display only rarely flashes yellow at 21.0ms interp, should I bother using 'safe' snapshots to get 30.3ms interp for hitscan classes?
What happened to 17.9ms interp? Not worthwhile compared to 15.2 and 21.0?
6.12.2 broke fence anti-aliasing again for me. Now fences look bad whether 'aa=medium' or 'aa=high' is in modules.cfg.
Fixable by manually specifying mat_alphacoverage=1 in console... Intentional change?
The roadmaps listed Zen+ but show Zen 3 coming straight after Zen 2.
According to roadmaps there is no Zen 2 refresh planned, it's straight on to Zen 3.
kamild1996_v2500 reboots later (not really, just under a hundred actually; don't do B450 boards, kids), here I am testing the 3700X. Results are in.
Setup details:
- Windows 10 1903
- GeForce driver 431.60
- GeForce Experience with replay enabled, no game optimization
- game details: mastercomfig v6 latest, 1080p, DX9, mastercomfig's launch parameters, mods: budhud, Less Distracting Explosions, mastercomfig addons (mouse tweaks, no pyroland, no soundscapes, no tutorial)
- tested with timedemo_runcount set at 3, so stuff being loaded in doesn't lower the results
Since there's a ton of data, I figured it'd be better to show it all in a table, and since TFTV doesn't have tables... Here's a Google Docs link: https://docs.google.com/spreadsheets/d/1AGtyRBvgcpYv2T8h9bSgx9IDd8fXFES175tPrsK5hMI/edit?usp=sharing
whitepuzzle, I think you'll be happy with the results ;)
I was worried that Zen's higher memory latency compared to CFL would hurt TF2 performance (seeing how it's so sensitive to memory frequency and timings) but it looks like it doesn't matter too much.
At this rate, Zen 3 should be straight up faster than CFL, if not later batch Zen 2s with a more mature process and better clocks.
4812 frames 15.901 seconds 302.62 fps ( 3.30 ms/f) 40.062 fps variability
benchmark_test.dem
What's the most common one people are using now?