mastercoms
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SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted April 23, 2024 at 9:59 PM
Posts 1531 (0.6 per day)
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#1626 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 about 5 years ago
#1624 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 about 5 years ago
#1619 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 about 5 years ago
#1615 mastercomfig - fps/customization config in Customization
pancake_stacksThanks for updating the commented file.

You should also maybe look into going over your interp section. Having 0 interp being tagged as "recommend as LAN only" isn't the best advice. I personally can't snipe consistently with a lerp higher than 10 (your cfg without any tweaks defaults me to 21 lerp on a pub server, too high IMO), as the hit reg legit feels broken when using a high lerp and you're facing other snipers that are constantly strafe spamming, crouch spamming, drop scope trick, etc. I personally like the lowest possible lerp possible on all classes, as it lines up the hitbox with the visual model as close as possible.

It's obviously placebo in your case, if you say there's a difference past 10ms. The lowest TF2 can go is 15.2ms. There is a reason why interp exists, and why I have that recommendation. Extrapolation is much more harmful than interpolation, especially since you have server frame rate drops and variance regularly on most servers.

The latest version of the config has 17.9ms interp, not 21.

The server is aware of and accounts for client side interpolation latency, so the hitbox argument is invalid entirely for hitscan. And for projectiles, the difference of like 2ms latency does not adversely affect hits, as accurate trajectory is of utmost importance, rather than accurate position within 2ms, since projectiles have a travel time.

posted about 5 years ago
#1610 mastercomfig - fps/customization config in Customization
JulezHow do i turn these impact sparks off?

Those are low violence settings. Please turn on all violence_ cvars to 1 so you don't enable low violence mode, which enables this and other silly gib effects.

If you're using mastercomfig 7 with just modules and no custom settings, I just pushed a fix removing those violence_ cvars, as I had mistakenly kept them in while testing something.

posted about 5 years ago
#10 disabling in-game voice lines in Customization

Since all the game's voicelines use mp3 files, you can remove the miles library that Source uses for playing them. If you move bin/vaudio_miles to somewhere else (to back it up), the game will no longer be able to play voicelines, as well as music and some additional ambient sound effects.

If you want to restore the original behavior, just move vaudio_miles back to the bin folder.

I'm going off of memory here so this might not work, but I'm pretty sure it will.

edit, sorry the file name is bin/vaudio_miles, not bin/libMiles

posted about 5 years ago
#1608 mastercomfig - fps/customization config in Customization
hooliif you use +mat_antialias in launch options it doesn't mess with overlays, don't ask me why

Thanks!

posted about 5 years ago
#1605 mastercomfig - fps/customization config in Customization
ZetosThe sliders only show up if an option is changed. If I let it checked, relaunching the app won't tell me if the slider was on or what number was set unless I click the checkbox.

I'm using MSAA 8X (which by looking at the aliases on module-define, should be mat_antialias 8 and mat_aaquality 0), but in-game the antialias sticks to 1. This is an old bug, didn't originate from a.15.

On an older iteration of the config, you wrote on the mat_antialias that it was "commented due to HUD and overlay glitches", so it should be set once and then commented out. Has it changed? Because the config reapplies it every game launch.

Googling about that resolution reset problem I'm having took me to troubleshooting these cvars, but even removing them from the modules-define didn't help. Got any suggestions?

Out of curiosity, is there a way to quickly take a look at what once was the client-custom? It seems to have been restructured.

This is an incomplete UI feature.

Not sure why that would happen.

I haven't found a good way to apply anti-aliasing settings.

Check tf/cfg/config.cfg and your regedit if on Windows (HKEY_CURRENT_USER\Software\Valve\Source\tf\Settings\mat_antialias).

tf/cfg/app/profiles/default/custom

posted about 5 years ago
#1602 mastercomfig - fps/customization config in Customization

mastercomfig 7.0.0-a.15

posted about 5 years ago
#1601 mastercomfig - fps/customization config in Customization
rmSmAKI just downloaded the low preset, switching from comangliacoms, and it boosted me 40 fps. The problem is that my interp went from 14ms to 21ms and it makes the game unplayable for me.are you so sensitive to 7ms
just put n_packet_buffer_lan in configs of classes you want to have 15.2 interp
or if you are on 6.9.0 put interp_lan in class configs

This was already solved on Discord. They forgot to set their rates using the rate generator.

posted about 5 years ago
#1599 mastercomfig - fps/customization config in Customization
DrinkALotHi mastercoms!
I recently started using your config instead of comanglia's because yours seems more modern and has less bugs.
Problem is, I'm not quite sure how to get some of the features I liked in comanglia's (mainly blocky textures and players not moving when they say things like thanks).
I tried using modules by opening a modules.cfg file in Team Fortress 2>tf>cfg and in 440>remote>cfg and aliased things like lighting to lighting_very_low and jigglebones to jigglebones_off, but nothing seemed to change. Lighting doesn't seem to be blocky and jigglebones (as far as I understand what they are) still move.
I saw a post here (DulZuro) about something similar, but I didn't understand what toggle buttons and checkboxes you were speaking about.
Also, can I use blocky textures with mastercomfig?
I just like my game looking as bad as possible, as long as it increases performance and does not give me disadvantages over other players.

Thank you in advance!

Hi, what version of the config did you install? 6.9.0?

posted about 5 years ago
#1596 mastercomfig - fps/customization config in Customization
gemmHow does this work with swapping custom folders? I have like 5 for various streams, and if I update one with full graphics then after swapping folders my playing cfg has the full graphics settings, even though it was previously on low and I haven't launched the program since

Does the app put stuff outside of custom folders? If so itd be nice to have everything tidily in one folder, or allow profiles which can swap custom folders for you perhaps

Profiles are in the works.

posted about 5 years ago
#117 $100,000,000 for fortnite esports in Esports

New format was revealed for this week's Summer Skirmish. Pro players queue up for pub solo matches and get points for the tournament based on kills and if they win.

https://www.epicgames.com/fortnite/en-US/summer-skirmish
https://www.epicgames.com/fortnite/en-US/news/summer-skirmish-week-2-standings-friday

posted about 5 years ago
#1592 mastercomfig - fps/customization config in Customization
DulZuroAre each of the individual custom settings (3d sky, item rarity borders, etc.) supposed to show both a checkbox and toggle button? If so how do you know if it is active? If at least one is, or both? Every setting that seems to just be a toggleable setting has both options for me. i.e. x-checkbox -- x-label --- x-switch

Also the home page takes a long time to load, maybe add something to indicate it is loading and not just frozen?

Yes, the checkbox is to say "i want to set this setting manually and override what this module sets", and then the toggle is what value you're setting the option to.

posted about 5 years ago
#9 Micro stutters/input lag only in Pugchamp in Q/A Help
JulezI pm'd you the vid like a week ago, still have this problem.
The stuttering actually persists on other servers if i don't restart tf2 after a pug, idk if that helps you

Yes I saw, I'm still looking into it.

posted about 5 years ago
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