\o/
game feels good at the rates im using and isnt screwing up so ill keep on using it
Account Details | |
---|---|
SteamID64 | 76561198004857674 |
SteamID3 | [U:1:44591946] |
SteamID32 | STEAM_0:0:22295973 |
Country | Finland |
Signed Up | August 10, 2012 |
Last Posted | March 7, 2020 at 10:17 PM |
Posts | 2824 (0.6 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1.4 |
Windows Sensitivity | 4 |
Raw Input | 0Â |
DPI |
2300 |
Resolution |
1920x1080 |
Refresh Rate |
120Hz |
Hardware Peripherals | |
---|---|
Mouse | Zowie FK |
Keyboard | Leopold TKL Cherry Red |
Mousepad | Puretrak Talent |
Headphones | Sennheiser |
Monitor | ASUS 120Hz |
thesupremecommanderPharaohWhy not just push it back til january. Esea does the OH NO PAY UP HURRY NOW. Then 2/3 week extension, which generally, we've become accustomed to. To be honest, I didn't even realize signups ended until just now, and had intended on playing.CEVO Season 6 has already begun for their other games. I don't think they'd be able to start TF2 late because everything would be out of sync, especially when it comes to the CEVO-P LAN.
were they planning a CEVO-P LAN this season? i thought it was only gonna happen when it sync with GXL
tf2_scientist: " If more than one snapshot in a row is dropped, interpolation can't work perfectly because it runs out of snapshots in the history buffer. In that case the renderer uses extrapolation (cl_extrapolate 1) and tries a simple linear extrapolation of entities based on their known history so far. The extrapolation is done only for 0.25 seconds of packet loss (cl_extrapolate_amount), since the prediction errors would become too big after that."
yeah id definitely try a game out if i read about it on the facebook sidebar sign me up
sorry, i was asleep
tf2_scientist: in regards to konr
tf2_scientist: since the only things being changed are updaterate, cmdrate, and interp, and the only setting that makes models stutter in certain situations when raised beyond the norm is interp, it can be inferred that the lowered interp is working. the reason i probably don't notice jittering going from 15.2 -> 10 ms in tf2 is because it's not that huge of a jump from 1/66
tf2_scientist: as for wareya, extrapolation only occurs when you have packet loss
tf2_scientist: which i apparently have none of since i aim right at things and hit them for full damage
tf2_scientist: if you can't, my condolences for your thirdworld internet
tf2_scientist: after a certain point you realize what sounds good on paper is actually garbage with the source engine
tf2_scientist: well not garbage, but not optimal
tf2_scientist: the main reason i use 100s instead of 66s is because it makes my game feel "tighter" for lack of a better word
tf2_scientist: i think that has more to do with cmdrate than updaterate
tf2_scientist: you could call it placebo but i've noticed it repeatedly when bouncing around rates over the years
tf2_scientist: other people may vouch
konrSo because the game is glitching out with the information it's trying to use to draw models etc that means it "worked"? Lmao..
tf2_scientist: models being jittery is a byproduct of having a lower interp like everyone else said
tf2_scientist: so that's exactly what it means
undeniably, love: it means that the lower interp must be happening
tf2_scientist: ^
tf2_scientist: and the point is
tf2_scientist: they would be visibly more jittery when using a higher updaterate to force a lower interp (an updaterate above 30)
tf2_scientist: updaterate, cmdrate, and interp are clientside
tf2_scientist: you can make your client do whatever you want regardless of what the server sends you
tf2_scientist: except there are clientside caps on some things in some games
tf2_scientist: for example, the 100 cmdrate cap in tf2 and l4d
its a better place on 128 tick....
probably...
this should have been the melee weapon
BRAVO are you holding a sparkplug
tf2_scientist: lol i knew that would happen
tf2_scientist: you just give them the rates i gave you with no explanation
tf2_scientist: and you can't explain it so they don't believe you
tf2_scientist: there's a more important part to it beyond the -5ms anyway
tf2_scientist: also that german guy is retarded
tf2_scientist: if you set your updaterate to like 1000 or 10000
tf2_scientist: you actually will get 0 lerp
tf2_scientist: but the game will be really glitchy and models really will warp
tf2_scientist: at 10ms they don't warp for me at all
tf2_scientist: it's like in l4d
tf2_scientist: servers were 30 tick but you could force your interp lower than 67.0 by using a higher updaterate
tf2_scientist: and it definitely worked because when you set it lower, common infected would be jittery
tf2_scientist: but it was worth
tf2_scientist: this is what happens when you have a bunch of mouthbreathers passing on the same shit for years
defythis update is a joke, the only thing that ever mattered about ducks was this
http://i.imgur.com/XCEr9mZ.png
DuckTales? TaleSpin? Darkwing Duck? Mighty Ducks!?
pls
really agree with flame and marma here
hrODownpour, the lowest achievable interp in tf2 is actually 0.0152 ms, because your cmdrate and updaterate won't go higher than 66, since all servers run at a max of 66 ticks.
The reason why it shows you 0.010 lerp is that the net graph is bugged and you can fool it into thinking that both of your rates are at 100 even though your game only runs on 66 max.
For example, set both rates to a million and interp/ratio to 0, it will show you 0 lerp even though that's impossible.
Also set your rate from 80000 to 60000, your game won't use 80000.
i dont have enough knowledge of the netcode of tf2 to argue this, but i dont know if ill take it as fact.
MOOSE_Isn't this a projectile interp though? having some interp as hitreg can be good.
doesnt really make a difference imo
phraxdoesn't that just goof up your reg and make models really jumpy? that's what should happen if your interp is too low for your rates lol
no, its perfectly fine for me, and i havent noticed tf2s reg being any worse than usual