SakiIsa
Account Details
SteamID64 76561198025043905
SteamID3 [U:1:64778177]
SteamID32 STEAM_0:1:32389088
Country Malaysia
Signed Up November 23, 2013
Last Posted April 6, 2017 at 4:13 AM
Posts 99 (0 per day)
Game Settings
In-game Sensitivity 1.57
Windows Sensitivity default
Raw Input 1
DPI
500
Resolution
1920 1080
Refresh Rate
144hz
Hardware Peripherals
Mouse Zowie FK1
Keyboard Corsair K90
Mousepad Razer Goliathus Speed
Headphones Steelseries 5hv2
Monitor AOC G2460PQU
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#6 Does this look like packet loss or something else? in Q/A Help
TechDudeA few moments after it happened you opened the scoreboard, and you have the setting where net_graph 4 is enabled with the scoreboard. This graph has enough history which covers the event.

You live up to your name with those detective skills. Thank you!

Thanks for the feedback. I'm going to see if I can do anything about it, Have you had muc hexperiecne with home plugs or perhaps small home routers with multiple connections? (Trying to see what causes the choke)

posted about 4 years ago
#3 Does this look like packet loss or something else? in Q/A Help
SetletYou can check if you got choke/loss by typing "net_graph 3" in console.

To me, this looked like your mouse suddenly teleported to somewhere else. Maybe a faulty mouse? Maybe you can test another mouse to see if you still have this problem.

My assumption is packet loss +- the "collision" with the enemy soldier but I just was checking in since i had better connections of late and was wondering if there were any new bugs past few months. thanks for your input =]

Will try other equipment sets and keep recording

posted about 4 years ago
#1 Does this look like packet loss or something else? in Q/A Help

Evening all!

Playing the game again after a few months and just been having some funny "time skips" in the past 2 days during scrims when playing that never exactly happened before.

On a normal basis when connecting overseas this sort of happens more often but is it nothing more then just packet loss? My connections to these servers have been decent for a while now so this is a little surprising.

https://youtu.be/69Ig_rCUGQU?t=1m18s

Moment is past 1:18 in this case

basically while above the soldier seems to be a "cut" in time and change in positions similar to that of packet loss.

Anything different changed recently or just bad ol' internet while the soldier jumped past and collided?

I'll try and find a better example if possible but usually it's being reverted back to an earlier position

posted about 4 years ago
#85 Reaction time in Off Topic
DanceNumberthat last one fucked me because i got really excited lol

The test does kinda make you jumpy, 170 with the last being 207 though? You're blazing

posted about 4 years ago
#83 Reaction time in Off Topic

http://i.imgur.com/PVFefB0.png

196ms

The korean top scorers on that list are for real scary though

posted about 4 years ago
#34 Want custom scripts? Im making scripts for free. in Customization

Just wanted to point out the zoom sens fix is at 0.8333 recurring not because of a Aspect ratio problem, but if you use any FOV setting that isn't default (aka 75) that's when the in zoom sens starts being different.

So almost all comp players are affected as a result of using FOV 90 .

75/90 = 0.833*

Feel free to correct me if I'm wrong but this was my own testing after reading this up a few times on the subject

(You can do so by moving a mouse , keeping a decal on the wall in and out of scope with a physical distance measure on your monitor and mouse mat. )

EDit: just read the CSGO thread posted. Bit curious to read this up again now. I thought that CSGO scopes were at different FOVs compared to the TF2 scopes?

posted about 4 years ago
#18 fps cap yes/no? in Q/A Help
SakiIsapazerThere are no hard and fast "best" values for this cvar really.An honest answer at least, thank you for answering mate!
deetrYour FPS should just be as high as you can get it. There is no magic number having to do with refresh rate or tickrate. That being said, TF2 does not have any input lag added by capping your fps aside from the input lag that every game experiences by having its fps capped AFAIK
I guess that makes sense.

so TLDR for anyone reading the thread till now:

Screentearing can be fixed minimally with fps_max but there will never be a substitute to a higher refresh monitor par the lag input inducing vsync option.
Fps max should be used only to control heat issues or maintain a more forgivable value for local servers or non intensive ones such as mge or DM. Higher values result in lower amounts of input lag as the engine is running more frames per second.
Vast majority of values suggested by the masses being personal preference since input lag will vary between numbers.
Numbers below the cmd rate (seen some people set this god knows why) will cause hitreg issues in general.

http://www.teamfortress.tv/26679/does-fps-max-cause-input-lag-when-turning

posted about 4 years ago
#384 Comanglia's Config / FPS Guide in Customization
itsgalfShould I even use the framecap at all? Does it really make a difference?

Thanks for the help so far
SakiIsapazerThere are no hard and fast "best" values for this cvar really.An honest answer at least, thank you for answering mate!
deetrYour FPS should just be as high as you can get it. There is no magic number having to do with refresh rate or tickrate. That being said, TF2 does not have any input lag added by capping your fps aside from the input lag that every game experiences by having its fps capped AFAIK
I guess that makes sense.

so TLDR for anyone reading the thread till now:

Screentearing can be fixed minimally with fps_max but there will never be a substitute to a higher refresh monitor par the lag input inducing vsync option.
Fps max should be used only to control heat issues or maintain a more forgivable value for local servers or non intensive ones such as mge or DM. Higher values result in lower amounts of input lag as the engine is running more frames per second.
Vast majority of values suggested by the masses being personal preference since input lag will vary between numbers.
Numbers below the cmd rate (seen some people set this god knows why) will cause hitreg issues in general.
posted about 4 years ago
#21 New TF2 Benchmarks? in TF2 General Discussion
trashthe POV itself is a heavy with a skin, and it's on one of the significantly less-optimized of the new maps

unless you can somehow get a whole bunch of rich tf2 players into a single server, it'd be difficult to get a good benchmark keeping in mind every single way the game can stutter

Would submitting a demo with a bunch of unusual people be helpful?
Since there needs to be actual gameplay involved, how long and a mix of effects + explosions ?

Just curious as I may be able to help here, got mates with hats.

posted about 4 years ago
#3844 Frag Clips Thread in Videos

https://youtu.be/cYu32Jsr7XA

Short video for my friend who will be heading to the army soon. Hope you enjoy =]

posted about 4 years ago
#9 tripz LFT in Recruitment (looking for team)

Very dependable, great at a variety of classes and always finding ways to improve.

Can only reccomend this man to play on low ping as he's good playing from the other side of the planet at triple digits.

posted about 4 years ago
#9 Hazy maps on dx9 in Q/A Help
stabbymarqueeeif your using a certain no explosions script batch that's prob whats messing it upHas anyone found the exact file that causes it?

env_rain_001_mis
is the particle.
The idea was to use a particle to replace the muzzle flash that would be denied by the fps config via weather. Theroretically you should replace it with something else.

BenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar
posted about 4 years ago
#12 project m dev team disbands in Other Games

The game shall live on!

It's sad to see this go as it was my introduction to comp melee and the like and I'm sure it was for many as well.

Keep playing!

posted about 4 years ago
#3 TF2 Crashing when using closed captions. in Customization
Drdeathtfcc_lang "clovervidiar"
closecaption 1
cc_subtitles 1 ( turn this to zero if you have problems)

I'm aware of the commands thank you, I'm asking if anyone has managed to use these files in a stable fashion.
As I cannot. Reinstalling is a simple case of rextracting with no positive result so far sadly.

posted about 4 years ago
#1 TF2 Crashing when using closed captions. in Customization

Hey mates!

I've been trying to use these captions again after a year:
https://github.com/clovervidia/clovervidias-captions/wiki/Versions

Nothing special about my custom files, just huds and comanglia fps configs.

Thing is though, I have consistant crashing issues in waves depending on what I try.

The 1st thing that did not seem to work period without an instant crash is the "weapon changing" closed captions.
This isn't too bad since it's not too important.

Eventually the class changing ones and normal ones caused crashing and sometimes randomly during gameplay.

Does anyone else have experience with these files by clovervidia and ofund any trouble or manage to find a way to use them without issue?

And yes I troubleshooted my custom files to be sure the crashes were not caused elsewhere and they ceased once I disable and removed the captions.

Edit: moved to the help section since there wasn't much going on in this one.

posted about 4 years ago
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