Infin8
Account Details
SteamID64 76561198127108189
SteamID3 [U:1:166842461]
SteamID32 STEAM_0:1:83421230
Country New Zealand
Signed Up January 1, 2018
Last Posted January 1, 2018 at 5:52 PM
Posts 1 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
#9 Mitarsu's basic config in The Dumpster
//-high this makes your game run in high priority for some people it could mess with your mouse

This doesn't guarantee better performance and can cause performance issues depending on your computer

=//-noipx acctually this doesn't exsist but Aar's video tells you something about it so no not true

Yes it does exist, it disables support for ipx networks which should be included in the comment.

//-dxlevel this goes from 80-98 basically tells the game in what rendering mode to start in

Only 80,81,90,95,98 and 100 are actually valid (Mac and Linux support 92.)

hud_combattext_batching 1 / instead of showing a bunch of number it combindes them like instead 6,6,6 it will go 6,12,18
hud_combattext_doesnt_block_overhead_text 1

This isn't actually enabled you also need to add hud_combattext 1

cl_cmdrate 66 / this should always be lower than your fps
cl_interp 0.015 / basically how fast projectiles and bullets come out of the barrel
cl_interp_ratio 1 / needs more reserch
cl_lagcompensation 1 /a bit of preotection from lag
cl_pred_optimize 2 / needs more reserch
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000

cl_interp has a min of 0.0152 and has nothing to do with how fast things come out of the barrel
What cl_interp and cl_interp_ratio do is to do with interpolation
Say you set cl_interp 0.05 or interp_ratio 3.3 (with cl_updaterate 66) this practically means your game is 50 milliseconds behind as well as ping and that is the window in which interpolation happens(the game renders movement between two snapshots and interpolates between these two snapshots to get the rest of the frames).
cl_lagcompensation 1 doesn't protect from lag. It means that the sounds (and blood?) that occur when you hit things are determined server side rather than client side
As far as I am aware cl_smoothtime shouldn't matter if you disable smooths

bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward;"
alias +mback "-forward;+back;alias checkback +back;"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft;"
alias +mright "-moveleft;+moveright;alias checkright +moveright;"
alias -mfwd "-forward;checkback;alias checkfwd none;"
alias -mback "-back;checkfwd;alias checkback none;"
alias -mback "-back;checkfwd;alias checkback none;"
alias -mleft "-moveleft;checkright;alias checkleft none;"
alias -mright "-moveright;checkleft;alias checkright none;"
alias checkfwd none
alias checkback none

-mback is set twice
checkleft and checkright should be set to none at the bottom of the config and none should be set to ""

posted about 6 years ago