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mastercomfig - fps/customization config
posted in Customization
871
#871
0 Frags +

When I launch tf2 with mastercoms and join a server, I can't move around and jump a very low height. Is there a way to fix this?

When I launch tf2 with mastercoms and join a server, I can't move around and jump a very low height. Is there a way to fix this?
872
#872
0 Frags +
jnuWhen I launch tf2 with mastercoms and join a server, I can't move around and jump a very low height. Is there a way to fix this?

if this is a local server set host_thread_mode 0 and back to 1 when u leave

[quote=jnu]When I launch tf2 with mastercoms and join a server, I can't move around and jump a very low height. Is there a way to fix this?[/quote]

if this is a local server set host_thread_mode 0 and back to 1 when u leave
873
#873
1 Frags +

I don't use your config exclusively, but I've updated my mess of an autoexec with your commands and such as you've pushed out releases since nobody else has, but I've ran into an issue when updating the changes you introduced in 6.0.

Specifically, the changes you did to net_maxroutable (and net_compresspackets_minsize, though the issue mainly happens with the former) has caused me to be stuck on "parsing game info" forever, but only on Skial servers. I don't know why it only happens there, but on every other server I've tried I've had no issues, though I did notice that the "parsing game info" seemed to last a tiny bit longer than before. I was able to fix this by changing the values for those commands from 576/577 back to 1200/1201 (respectively) as you had in the previous release. Like I said before, no idea why this happens only on those servers, but just letting know that's a thing.

(If it helps, I'm running on macOS)

I don't use your config exclusively, but I've updated my mess of an autoexec with your commands and such as you've pushed out releases since nobody else has, but I've ran into an issue when updating the changes you introduced in 6.0.

Specifically, the changes you did to net_maxroutable (and net_compresspackets_minsize, though the issue mainly happens with the former) has caused me to be stuck on "parsing game info" forever, but only on Skial servers. I don't know why it only happens there, but on every other server I've tried I've had no issues, though I did notice that the "parsing game info" seemed to last a tiny bit longer than before. I was able to fix this by changing the values for those commands from 576/577 back to 1200/1201 (respectively) as you had in the previous release. Like I said before, no idea why this happens only on those servers, but just letting know that's a thing.

(If it helps, I'm running on macOS)
874
#874
0 Frags +
mastercomssageis there any command to get rid of the obtrusive minigun flash of heavy weapons guy?HoppsYou can remove it using yttrium's competitive viewmodels.Maybe you can also use viewmodel_fov 0.1.
solly6Is there any edits in the config file? Like the Network section or something?Yes, you can see see the changes to the config here, or on any release by clicking the "View the code changes" link.
ZeRo5Is there any reason why gibs are enabled while ragdolls aren't?Yes, gibs don't impact performance as much as ragdolls.
Included_Middlemod_load_anims_async 0 // Disable async animation loading
mod_load_mesh_async 0 // Disable async mesh loading
mod_load_vcollide_async 0 // Disable async vcollide loading
mod_touchalldata 1 // Load more data
mod_forcedata 1 // Load more data

Can you give a little more detail about these commands, since you other cfgs seem to disgree on the optimal values for these commands.
The first two commands load data files on a separate thread, but I've found it to cause FPS drops so they're disabled.

The last two commands load all data associated with a data file, and it does this synchronously to prevent file loads from stopping the game to load stuff during a play session. If you have async data file loading on, you can turn these off, as the files can be loaded asynchronously.
New launch option to test: -unbuffered_io

What does the -unbuffered_io launch option do? Does it work on Windows or only for Mac and Linux?

[quote=mastercoms][quote=sage]is there any command to get rid of the obtrusive minigun flash of heavy weapons guy?
[/quote]
[quote=Hopps]You can remove it using yttrium's competitive viewmodels.[/quote]
Maybe you can also use viewmodel_fov 0.1.

[quote=solly6]Is there any edits in the config file? Like the Network section or something?[/quote]
Yes, you can see see the changes to the config [url=https://github.com/mastercoms/tf2cfg/compare/5.1.3...6.0.0]here[/url], or on any release by clicking the "View the code changes" link.

[quote=ZeRo5]Is there any reason why gibs are enabled while ragdolls aren't?[/quote]
Yes, gibs don't impact performance as much as ragdolls.

[quote=Included_Middle][quote]mod_load_anims_async 0 // Disable async animation loading
mod_load_mesh_async 0 // Disable async mesh loading
mod_load_vcollide_async 0 // Disable async vcollide loading
mod_touchalldata 1 // Load more data
mod_forcedata 1 // Load more data[/quote]

Can you give a little more detail about these commands, since you other cfgs seem to disgree on the optimal values for these commands.[/quote]
The first two commands load data files on a separate thread, but I've found it to cause FPS drops so they're disabled.

The last two commands load all data associated with a data file, and it does this synchronously to prevent file loads from stopping the game to load stuff during a play session. If you have async data file loading on, you can turn these off, as the files can be loaded asynchronously.

[quote][/quote]
New launch option to test: -unbuffered_io[/quote]

What does the -unbuffered_io launch option do? Does it work on Windows or only for Mac and Linux?
875
#875
0 Frags +

also will this config still give me crashes when changing maps?

also will this config still give me crashes when changing maps?
876
#876
4 Frags +
Victor

I've increased the max packet size in 6.0.1 to resolve this issue.

solly6What does the -unbuffered_io launch option do? Does it work on Windows or only for Mac and Linux?

It enables optimal buffer allocation and unbuffered IO for file loading. It works on Windows. I don't believe it works on Mac or Linux.

jnualso will this config still give me crashes when changing maps?

I was never aware that this was an issue with my config, but with custom HUDs.

6.0.1 released with network improvements and fixes, organization improvements and small tweaks to eye optimizations.

I've also created a Discord server so people can get faster help: https://discord.gg/CuPb2zV

[quote=Victor][/quote]
I've increased the max packet size in 6.0.1 to resolve this issue.

[quote=solly6]What does the -unbuffered_io launch option do? Does it work on Windows or only for Mac and Linux?[/quote]
It enables optimal buffer allocation and unbuffered IO for file loading. It works on Windows. I don't believe it works on Mac or Linux.

[quote=jnu]also will this config still give me crashes when changing maps?[/quote]
I was never aware that this was an issue with my config, but with custom HUDs.

[quote][/quote]
[b][url=https://github.com/mastercoms/tf2cfg/releases/tag/6.0.1]6.0.1[/url] released with network improvements and fixes, organization improvements and small tweaks to eye optimizations.[/b]

[quote][/quote]
I've also created a Discord server so people can get faster help: https://discord.gg/CuPb2zV
877
#877
0 Frags +
mastercomsVictorI've increased the max packet size in 6.0.1 to resolve this issue.
solly6What does the -unbuffered_io launch option do? Does it work on Windows or only for Mac and Linux?It enables optimal buffer allocation and unbuffered IO for file loading. It works on Windows. I don't believe it works on Mac or Linux.
jnualso will this config still give me crashes when changing maps?I was never aware that this was an issue with my config, but with custom HUDs.
6.0.1 released with network improvements and fixes, organization improvements and small tweaks to eye optimizations.
I've also created a Discord server so people can get faster help: https://discord.gg/CuPb2zV

Does it improve loading times and performance? Also how are you finding these launch options? Where did you get these?

[quote=mastercoms][quote=Victor][/quote]
I've increased the max packet size in 6.0.1 to resolve this issue.

[quote=solly6]What does the -unbuffered_io launch option do? Does it work on Windows or only for Mac and Linux?[/quote]
It enables optimal buffer allocation and unbuffered IO for file loading. It works on Windows. I don't believe it works on Mac or Linux.

[quote=jnu]also will this config still give me crashes when changing maps?[/quote]
I was never aware that this was an issue with my config, but with custom HUDs.

[quote][/quote]
[b][url=https://github.com/mastercoms/tf2cfg/releases/tag/6.0.1]6.0.1[/url] released with network improvements and fixes, organization improvements and small tweaks to eye optimizations.[/b]

[quote][/quote]
I've also created a Discord server so people can get faster help: https://discord.gg/CuPb2zV[/quote]


Does it improve loading times and performance? Also how are you finding these launch options? Where did you get these?
878
#878
0 Frags +
solly6Does it improve loading times and performance? Also how are you finding these launch options? Where did you get these?

That's what I want to find out from people testing it. Launch options can be found here: https://gist.github.com/mastercoms/12c51b171e2d3589eedc6bc9905e8f5e

[quote=solly6]Does it improve loading times and performance? Also how are you finding these launch options? Where did you get these?[/quote]
That's what I want to find out from people testing it. Launch options can be found here: https://gist.github.com/mastercoms/12c51b171e2d3589eedc6bc9905e8f5e
879
#879
0 Frags +
mastercomssolly6Does it improve loading times and performance? Also how are you finding these launch options? Where did you get these?That's what I want to find out from people testing it. Launch options can be found here: https://gist.github.com/mastercoms/12c51b171e2d3589eedc6bc9905e8f5e

I tried the -unbuffered_io launch command. It caused Error: failed to read 16 bytes.

Here

Any help to fix this?

What does this do anyways?

[quote=mastercoms][quote=solly6]Does it improve loading times and performance? Also how are you finding these launch options? Where did you get these?[/quote]
That's what I want to find out from people testing it. Launch options can be found here: https://gist.github.com/mastercoms/12c51b171e2d3589eedc6bc9905e8f5e[/quote]

I tried the -unbuffered_io launch command. It caused Error: failed to read 16 bytes.

[url=https://imgur.com/8270D9q]Here[/url]

Any help to fix this?

What does [url=https://github.com/AveYo/D-OPTIMIZER/blob/master/GetLaunchOptions.bat]this[/url] do anyways?
880
#880
0 Frags +

I guess the -unbuffered_io launch option does not work then. The script scans a Source game folder for launch options.

I guess the -unbuffered_io launch option does not work then. The script scans a Source game folder for launch options.
881
#881
1 Frags +

this was added a few weeks ago but i havent seen anyone mention it:

m_limitedcapture_workaround 1 causes me to randomly alt tab sometimes when clicking, probably because i have 2 monitors. 0 doesn't do this. anyone else with the same issue?

this was added a few weeks ago but i havent seen anyone mention it:

m_limitedcapture_workaround 1 causes me to randomly alt tab sometimes when clicking, probably because i have 2 monitors. 0 doesn't do this. anyone else with the same issue?
882
#882
9 Frags +

6.0.2 released with documentation improvements and bug fixes.

[b][url=https://github.com/mastercoms/tf2cfg/releases/tag/6.0.2]6.0.2[/url] released with documentation improvements and bug fixes.[/b]
883
#883
1 Frags +

Is there any benefit to the vpks beside tf2 possibly booting up faster? I really prefer the configurable text files, so I guess I just download the Source code (zip) from the assets section of the release?

Is there any benefit to the vpks beside tf2 possibly booting up faster? I really prefer the configurable text files, so I guess I just download the Source code (zip) from the assets section of the release?
884
#884
0 Frags +
HonsterIs there any benefit to the vpks beside tf2 possibly booting up faster? I really prefer the configurable text files, so I guess I just download the Source code (zip) from the assets section of the release?

Some people may also prefer the vpk because it's less files to manage.

And yes, that will work.

[quote=Honster]Is there any benefit to the vpks beside tf2 possibly booting up faster? I really prefer the configurable text files, so I guess I just download the Source code (zip) from the assets section of the release?[/quote]
Some people may also prefer the vpk because it's less files to manage.

And yes, that will work.
885
#885
0 Frags +

mastercoms, is it better to set cl_interp_ratio to 2 and cl_interp to 0 for better hit registration than forcing it?

mastercoms, is it better to set cl_interp_ratio to 2 and cl_interp to 0 for better hit registration than forcing it?
886
#886
0 Frags +
solly6mastercoms, is it better to set cl_interp_ratio to 2 and cl_interp to 0 for better hit registration than forcing it?

yes

[quote=solly6]mastercoms, is it better to set cl_interp_ratio to 2 and cl_interp to 0 for better hit registration than forcing it?[/quote]
yes
887
#887
3 Frags +

I know this is from page 27, but I still feel like -nosrgb deserves better documentation.

In case you forgot (wouldn't blame you; again, page 27), for me the launch option made ALL player models and MOST weapons completely INVISIBLE, as well as adding a random vertical line on the screen for some reason. Technically it improves fps, but let's be honest, this is like using an option to make the entire map invisible because it makes your fps smoother.

Now I'm not completely sure why this happened to me and why nobody else has reported something that seems so game-breaking. Maybe the launch option + my Dx81 or No Hats Mod messes something up? Not too sure, so many possible factors. The "very bright lighting" part you added is an improvement for sure, but is still slightly ambiguous because very bright rarely translates to invisibility, and I only noticed bright models, not bright map props/lighting.

Thanks again for the config, otherwise it seems pretty great.

I know this is from page 27, but I still feel like -nosrgb deserves better documentation.

In case you forgot (wouldn't blame you; again, page 27), for me the launch option made ALL player models and MOST weapons completely INVISIBLE, as well as adding a random vertical line on the screen for some reason. Technically it improves fps, but let's be honest, this is like using an option to make the entire map invisible because it makes your fps smoother.

Now I'm not completely sure why this happened to me and why nobody else has reported something that seems so game-breaking. Maybe the launch option + my Dx81 or No Hats Mod messes something up? Not too sure, so many possible factors. The "very bright lighting" part you added is an improvement for sure, but is still slightly ambiguous because very bright rarely translates to invisibility, and I only noticed bright models, not bright map props/lighting.

Thanks again for the config, otherwise it seems pretty great.
888
#888
1 Frags +
AnyarI know this is from page 27, but I still feel like -nosrgb deserves better documentation.

In case you forgot (wouldn't blame you; again, page 27), for me the launch option made ALL player models and MOST weapons completely INVISIBLE, as well as adding a random vertical line on the screen for some reason. Technically it improves fps, but let's be honest, this is like using an option to make the entire map invisible because it makes your fps smoother.

Now I'm not completely sure why this happened to me and why nobody else has reported something that seems so game-breaking. Maybe the launch option + my Dx81 or No Hats Mod messes something up? Not too sure, so many possible factors. The "very bright lighting" part you added is an improvement for sure, but is still slightly ambiguous because very bright rarely translates to invisibility, and I only noticed bright models, not bright map props/lighting.

Thanks again for the config, otherwise it seems pretty great.

You bring up good points. I've removed them from the config. Instead, they are listed on a separate wiki page: https://github.com/mastercoms/tf2cfg/wiki/Silly-Launch-Options

[quote=Anyar]I know this is from page 27, but I still feel like -nosrgb deserves better documentation.

In case you forgot (wouldn't blame you; again, page 27), for me the launch option made ALL player models and MOST weapons completely INVISIBLE, as well as adding a random vertical line on the screen for some reason. Technically it improves fps, but let's be honest, this is like using an option to make the entire map invisible because it makes your fps smoother.

Now I'm not completely sure why this happened to me and why nobody else has reported something that seems so game-breaking. Maybe the launch option + my Dx81 or No Hats Mod messes something up? Not too sure, so many possible factors. The "very bright lighting" part you added is an improvement for sure, but is still slightly ambiguous because very bright rarely translates to invisibility, and I only noticed bright models, not bright map props/lighting.

Thanks again for the config, otherwise it seems pretty great.[/quote]
You bring up good points. I've removed them from the config. Instead, they are listed on a separate wiki page: https://github.com/mastercoms/tf2cfg/wiki/Silly-Launch-Options
889
#889
0 Frags +
mastercomssolly6mastercoms, is it better to set cl_interp_ratio to 2 and cl_interp to 0 for better hit registration than forcing it?yes

Would you mind expanding on how this improves hitreg? I've seen so much back and forth on the subject and have my own (very) anecdotal testing that I just don't know what to believe anymore.

[quote=mastercoms][quote=solly6]mastercoms, is it better to set cl_interp_ratio to 2 and cl_interp to 0 for better hit registration than forcing it?[/quote]
yes[/quote]

Would you mind expanding on how this improves hitreg? I've seen so much back and forth on the subject and have my own (very) anecdotal testing that I just don't know what to believe anymore.
890
#890
0 Frags +

cl_interp_ratio 2 because then you don't have to worry about a server update being missed, due to networking delays or server framerate drops.

cl_interp 0 so you don't have to set an inaccurate decimal value which will get the timings wrong and instead can use the exact division of cl_interp_ratio by cl_updaterate, which gets you better interp timings.

cl_interp_ratio 2 because then you don't have to worry about a server update being missed, due to networking delays or server framerate drops.

cl_interp 0 so you don't have to set an inaccurate decimal value which will get the timings wrong and instead can use the exact division of cl_interp_ratio by cl_updaterate, which gets you better interp timings.
891
#891
0 Frags +

Would it be ok if I made a few mouse commands the default rather than having them commented out?

m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped
Would it be ok if I made a few mouse commands the default rather than having them commented out?

[code]m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped[/code]
892
#892
0 Frags +

I have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?

I have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?
893
#893
0 Frags +
JackStanleyI have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?

6.0.3 isn't out yet. 6.0.2 is the latest release.

[quote=JackStanley]I have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?[/quote]
6.0.3 isn't out yet. 6.0.2 is the latest release.
894
#894
0 Frags +
mastercomsJackStanleyI have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?6.0.3 isn't out yet. 6.0.2 is the latest release.

Woops, still, SweetFX doesn't work

[quote=mastercoms][quote=JackStanley]I have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?[/quote]
6.0.3 isn't out yet. 6.0.2 is the latest release.[/quote]

Woops, still, SweetFX doesn't work
895
#895
1 Frags +
mastercomsJackStanleyI have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?6.0.3 isn't out yet. 6.0.2 is the latest release.

Fixed the issue, my bad, sorry!

[quote=mastercoms][quote=JackStanley]I have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?[/quote]
6.0.3 isn't out yet. 6.0.2 is the latest release.[/quote]

Fixed the issue, my bad, sorry!
896
#896
1 Frags +
mastercomsWould it be ok if I made a few mouse commands the default rather than having them commented out?
m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped

i know some people who use in game accel (which is shit and like tied to your fps iirc so it should never be used but) but they're probably in the vast minority.

I wouldn't recommend fucking with the zoom sens though i think a lot of people are just used to 1 at this point.

[quote=mastercoms]Would it be ok if I made a few mouse commands the default rather than having them commented out?

[code]m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped[/code][/quote]

i know some people who use in game accel (which is shit and like tied to your fps iirc so it should never be used but) but they're probably in the vast minority.

I wouldn't recommend fucking with the zoom sens though i think a lot of people are just used to 1 at this point.
897
#897
0 Frags +
mastercomsWould it be ok if I made a few mouse commands the default rather than having them commented out?
m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped

iirc rawinput doubles your mouse speed on linux and causes a lot of confusion to anyone who doesn't know that

I like zoom_sensitivity_ratio 0.793471 but the math it's based on assumes fov_desired 90 (and you have 75 as an option) and that you want the point where your cm/pixels to be equal is at your crosshair (which most people do but is preference, zoom_sens 1.0 is equal at the edge of a 4:3 screen for example), and even then a lot of people prefer what they're used to.

m_filter and the mouseaccels are probably safe to put in though. The amount of people that knowingly prefer them is probably very small.

[quote=mastercoms]Would it be ok if I made a few mouse commands the default rather than having them commented out?

[code]m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped[/code][/quote]
iirc rawinput doubles your mouse speed on linux and causes a lot of confusion to anyone who doesn't know that

I like zoom_sensitivity_ratio 0.793471 but the math it's based on assumes fov_desired 90 (and you have 75 as an option) and that you want the point where your cm/pixels to be equal is at your crosshair (which most people do but is preference, zoom_sens 1.0 is equal at the edge of a 4:3 screen for example), and even then a lot of people prefer what they're used to.

m_filter and the mouseaccels are probably safe to put in though. The amount of people that knowingly prefer them is probably very small.
898
#898
0 Frags +
springrollsmastercomsWould it be ok if I made a few mouse commands the default rather than having them commented out?
m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped

i know some people who use in game accel (which is shit and like tied to your fps iirc so it should never be used but) but they're probably in the vast minority.

I wouldn't recommend fucking with the zoom sens though i think a lot of people are just used to 1 at this point.

From my perspective switching from 1.0 to 0.793471 felt very natural and didn't take that long to get used to (less than 2 weeks with semi-regular playtime)

[quote=springrolls][quote=mastercoms]Would it be ok if I made a few mouse commands the default rather than having them commented out?

[code]m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscoped[/code][/quote]

i know some people who use in game accel (which is shit and like tied to your fps iirc so it should never be used but) but they're probably in the vast minority.

I wouldn't recommend fucking with the zoom sens though i think a lot of people are just used to 1 at this point.[/quote]

From my perspective switching from 1.0 to 0.793471 felt very natural and didn't take that long to get used to (less than 2 weeks with semi-regular playtime)
899
#899
0 Frags +

^m_limitedcapture_workaround 1 still causes issues with me so probably shouldnt be default

^m_limitedcapture_workaround 1 still causes issues with me so probably shouldnt be default
900
#900
0 Frags +

Steam update patchnote:

New feature: Shader Pre-Caching. Whenever possible, depending on hardware and driver support, Steam can download pre-compiled shaders for your specific video card. This reduces load times and in-game stuttering during the first few launches of OpenGL- and Vulkan-based games on supported hardware.

Should we give OpenGL emulating on Windows a second chance?

Steam update patchnote:
[quote]New feature: Shader Pre-Caching. Whenever possible, depending on hardware and driver support, Steam can download pre-compiled shaders for your specific video card. This reduces load times and in-game stuttering during the first few launches of [u]OpenGL[/u]- and Vulkan-based games on supported hardware.[/quote]

Should we give OpenGL emulating on Windows a second chance?
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