mastercoms
Account Details
SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted September 20, 2018 at 10:00 AM
Posts 943 (2.3 per day)
Game Settings
In-game Sensitivity 1.5
Windows Sensitivity Linux
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
60
Hardware Peripherals
Mouse Logitech G502
Keyboard Logitech G910 Spectrum
Mousepad SteelSeries QcK+ Limited
Headphones Kingston HyperX Cloud II
Monitor Samsung C32HG70
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#1657 mastercomfig - fps/customization config in Customization
Cache11031992after installation I have not appeared in cfg client-modules client-custom cfg

These files were moved to the app folder. But you shouldn't be messing with them anyways, you can use tf/cfg/custom.cfg and tf/cfg/modules.cfg to override the app.

posted 5 days ago
#3 no target ui? in Q/A Help

are you using mastercomfig very low? that disables a bunch of hud elements

posted 1 week ago
#1654 mastercomfig - fps/customization config in Customization
Asi4nWhere do you enable class.cfg overrides?

add a _c to the class file name.

posted 2 weeks ago
#1652 mastercomfig - fps/customization config in Customization

Try messing around with m_limitedcapture_workaround and m_rawinput

posted 2 weeks ago
#18 ITS TI TIME FUCKERS in Other Games

GAME 5 WOOOOO

posted 1 month ago
#11 ITS TI TIME FUCKERS in Other Games

liquid are gonna do it

posted 1 month ago
#2 connection issues in Q/A Help

Well what are your settings?

posted 1 month ago
#7 Confiq question in Q/A Help
driftar_lod 0
r_rootlod 0

Please use r_lod -1 so that models in the distance have lower LODs!

posted 1 month ago
#1646 mastercomfig - fps/customization config in Customization
TedeiGetting this in console when I try to run any of my class configs causing it not to run
Im using 7.0.0-a.15 with low preset
https://puu.sh/Bce2A/786235f017.png

You need to rename your class configs to have a _c. So like scout_c.cfg.

fizzwhiz
What would be the difference of setting an existing cvar or creating a new cvar with and without setinfo?

User info cvars are transmitted to the server. You can't create new cvars, only the user info cvar entries with setinfo.

posted 1 month ago
#1642 mastercomfig - fps/customization config in Customization
fizzwhiz6.10 sure does remove a lot of commands. Wouldn't it be better to keep those redundant commands in so that they can be initialised with the optimal values (even if many users are unlikely to change these values after they reset their configuration)?

What exactly are the effects of "setinfo"? I understand that it's used to show module settings.

Some of the commands removed were not doing anything in recent builds of TF2 and was verifiably able to test their uselessness. Others were those being set to default valies that were not flagged to be archived.

setinfo creates cvars with the user info flag. All cvars with this flag are sent to the server on join and cvar updates, which can bloat network communication and slightly increase client/server memory usage.

posted 1 month ago
#191 Ban Pred and Degu v2 in Off Topic

I'm so glad that this has come up. It's been a problem in our community for far too long for far too many people, including me. I'm happy that others have been brave enough to speak out and it's really encouraging to me, but I'm not sure if I'm ready yet to speak here about some of the harassment I've faced from some members of our community. Maybe I'll share eventually, but regardless, I hope that we are able to come to an agreement and stand in solidarity against toxicity. It's just common sense, and it will help us grow if we are open, friendly and inviting to all, new and old.

posted 1 month ago
#1632 mastercomfig - fps/customization config in Customization
pancake_stacksWait, so if your lan profile locks to 15 lerp because of ratio 1 and your new default is 17ms (old was 21), why are you labeling 15 lerp only recommended for LAN when you literally just said on the last page:
And for projectiles, the difference of like 2ms latency does not adversely affect hits
LOL, you make no sense.

Because, I am saying, in an ideal scenario where the server and networking are perfect, where 15.2ms can be used with no downside, 17ms wouldn't be that big of a deal anyway since the position delay from interpolation is from 2ms of movement (which can't be significant due to player velocities in TF2).

However, we aren't in a perfect scenario. You have server framerate drops, jitter, occasional packet loss, etc. That's where the extra 2ms makes a difference (and it's a very conservative difference, honestly it should be a higher lerp) vs 15.2ms.

pancake_stacksyup, tons of csgo pros were harmed winning hundreds of tournaments with 0 lerp, same with ppl like b4nny that have 0 lerp and one of the best players in tf2. lots of harm being done! there's no way 0 lerp would be around for 10+ years and recommended so much if it was harmful.

I assume by 0 lerp you mean 15.2ms lerp for TF2, as discussed before.

Who says that they couldn't play better? Just because they're good (way better than you or me), doesn't mean their networking settings aren't bottlenecking them.

Also, your logic here doesn't really make sense. If all pros are using the lowest interp, then wouldn't that make it a non-differentiating factor?

deguas i said, if you have any real evidence (video, proper analysis etc.) of "0 lerp" existing or even being beneficial please prove us wrong

And yes, again, you aren't actually giving us anything to work with here, just arguments that are becoming more and more nonsensical.

posted 1 month ago
#1627 mastercomfig - fps/customization config in Customization

You're conflating a few issues. Let's go through each of them.

pancake_stacksI never ignored anythingpancake_stacks And the material you're telling me to read has this comment lol:You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.

You ignored everything else in that material saying why the lowest interp (15.2ms) is not usable. That's what I was referring to.

pancake_stacksIs it really hard for you two to grasp if someone sees 0 lerp on their netgraph, that they are going to perceive that's the value set?

Your perception isn't the thing that matters here. It's the fact that you made an argument (10ms interp is too high/0ms is better) based on a false perception, and despite being corrected, you continue to make that argument. Your feelings are entirely based on placebo with no actual reasoning and cause you to use harmful network settings. And despite numerous prompts from Degu and me for you to bring up other reasoning, based on networking logic, you instead essentially say lol a bunch as your argument.

pancake_stackswhy are you even providing a 0 lerp setting in your config for lan? Does LAN play bypass this invisible hardlock?

There is no 0 lerp setting in my config. You have to realize that interp is determined from cl_interp_ratio and cl_interp. The greater of the two values is used. So, cl_interp_ratio is set to 1, which means, at a 66 update rate, you get 15.2ms lerp.

pancake_stacksWhen I create a LAN server and join from a laptop on my network, the lerp is hard locked at 15 with the same settings I used to get 0 lerp on a community server. LOL

That's because on a local/LAN server, the client and server are synced in a different way, so none of that matters. Again, if you understood what interp is (the time it takes to smooth between server updates), you would know that 0 interp would make everything jittery and jumpy with no continuous motion.

pancake_stacksAnd it's funny talking about understanding things and people using wrong commands in their configs, etc - considering back when I asked you about the net_splitraterate commands in your cfg being server side only commands, you didn't even know if they worked or not for the client, but hey, might as well throw them in there, right? It's funny considering there was talk about placebo earlier.

The difference here is that the net_splitrate was based on logical intuition (server/client using the same packet code), rather than placebo prone feeling. I just could not demonstrably prove with absolute 100% certainty that the client was using that packet code path, as even with decompilation, the networking paths used are not clear due to legacy code/dead code that I can't really isolate.

The larger problem here is that you're comparing something that is harmless if it doesn't work and beneficial if it does work (net_splitrate >1), with something that is harmful if it doesn't work and harmful if it does work (interp <=15.2ms). Perceived benefit in my case has no negative impact on the conclusion, as there are no negative effects, yet in your case, perceived benefit on something that demonstrably with 100% confidence does not work, is actually harmful.

posted 1 month ago
#1625 mastercomfig - fps/customization config in Customization
pancake_stacksdegupancake_stacksi dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a local calculation but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"

What are you talking about? You said I was getting 0 lerp by doing some trick besides using cl_interp 0 and showed you I wasn't. If the value is inaccurate, so be it. It's why I prefaced my statement as a question (I believe you're incorrect? ), because I wasn't entirely sure. It's how I've seen in countless configs and what's shown on net_graph, so it's easy to be mislead if you're statements are correct.

And the material you're telling me to read has this comment lol:
You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.

You're ignoring everything else written, so you don't understand what "as possible" means. Read about variance and packet loss and notice how the conclusion they reached was not 15.2ms lerp in that config.

I already clarified that net_graph was inaccurate, no need to hound degu over it for 4 more posts.

posted 1 month ago
#1620 mastercomfig - fps/customization config in Customization
pancake_stacksI believe you're incorrect? The lowest TF2 can go is 0ms, there are plenty of comp servers that allow it and even standard community servers. A pub server I just joined and 0 lerp: https://i.imgur.com/WsQDNY5.png

And it's definitely not placebo. The difference is night and day for me. There is a reason why all competitive pro players are using the lowest possible lerp. Go look at the CSGO pro scene configs, or even TF2 comp scene configs. 99% are using 0 lerp.

And lastly about the hitbox argument, there are countless videos on youtube demonstrating the need to lead targets when using a higher lerp than a lower one. It's clear as day.

What degu said. net_graph doesn't show you the server bounded interp, only the initial client side calculation, which is then changed based on the server telling your client to clamp your interp. If you really had 0 interp, players would be jumping around with no continuous motion, and you should realize that if you understood what interp did.

And pro players using something doesn't mean it's correct. Many people have misunderstandings of these commands and it's just what they've been playing with for a while. Many configs have clearly bad settings all over the place, like rate 60000, which is lower than the default rate of 80000, yet many pro TF2 players use configs based on those settings.

Please show me one YouTube video where it shows you need to lead targets with hitscan. With projectiles, it is a different story, and I think any demonstration you show with negative effects will have a super high interp to show the extreme effects. But as I said, there is no adverse difference in position within a few milliseconds due to max velocities in TF2.

posted 1 month ago
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