mastercoms
Account Details
SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted April 18, 2021 at 12:51 PM
Posts 1396 (1 per day)
Game Settings
In-game Sensitivity 2.5
Windows Sensitivity 5/11
Raw Input 1
DPI
1600
Resolution
2560x1440
Refresh Rate
144
Hardware Peripherals
Mouse Logitech G502
Keyboard Logitech G910 Spectrum
Mousepad SteelSeries QcK+ Limited
Headphones ATH-M50x
Monitor Samsung C32HG70
1 2 3 4 ⋅⋅ 93
#8 Hitsound not found in Q/A Help

Delete sound cache for that custom folder?

posted 4 days ago
#3 I'll give 100 dollars to the person who can... in Projects

cvar list is bugged. It will show all floats as ints, so all decimal places are rounded down.

tf_airblast_cray_lose_footing_duration's default value is 0.5, not 0 as it shows on any cvar list page.

TF2 Console] tf_airblast_cray_lose_footing_duration
"tf_airblast_cray_lose_footing_duration" = "0.5"
game cheat
- How long the player should be unable to regain their footing after being airblast, separate from air-control stun.

If I recall correctly, the logic for cvar list is something like if cvar.GetInt() == (int) cvar.GetFloat() -> print cvar.GetInt(). Which does not really make sense, since this will always be true...

As for the stun, stun in TF2 is really just a movement speed slow. That's why there is a stun amount as well, this will slow your movement speed by that percentage on each axis. There are also stun flags, like the old airblast had, which allows you to strafe during a stun. I am not sure if the new airblast has this flag, but it could and its just the loose footing doing the work.

posted 1 week ago
#47 What legacy will you leave for TF2 in TF2 General Discussion

making a 3 frame among us animation in the console

posted 3 weeks ago
#2184 mastercomfig - fps/customization config in Customization

9.2.1 released with 3 imposters among us.

Changelog
Support me

This release took 2 hours to produce. If you like the work I do, consider supporting me!

https://www.youtube.com/watch?v=o7UYe7dAxwA

posted 3 weeks ago
#15 How did you get into TF2 and then TF2 comp? in TF2 General Discussion

tf2 f2p, comanglia fps config

posted 3 weeks ago
#6 if ur getting recent fucky input lag / mouse sens in Q/A Help
AimIsADickI'm pretty sure only the Source Engine has issues with full screen optimizations. I don't ever remember those optimizations causing any issues on Steam.

I don't know if they cause issues or not, but isn't Steam partially built on top of some of the Source Engine? So that wouldn't really be the reason.

posted 3 weeks ago
#65 I'm writing a proper guide to performance. in Q/A Help
AimIsADickFrametimes can vary in each frame (e.g one frame could take 100ms to render while another could take 400ms, but 1⁄2 = 500 ms)

That first frame you mentioned is 1 frame / .1 seconds = 10FPS, and the second one you mentioned is 1 / .4 = 2.5FPS. See I made the FPS vary each frame too.

AimIsADickwhy bother deriving the frametime from frame rate when the frame time will vary anyways? I mean frame rate is counted over a second right?

This is like asking why the SI unit hertz exists when we have seconds. They're used for different calculations and comparisons.

posted 3 weeks ago
#60 I'm writing a proper guide to performance. in Q/A Help

When you're driving a car, the speedometer does not show an average of your speed over the last hour, despite reading "miles per hour".

And you can easily calculate hours per mile by taking 1 over your speed. This is just how units and math work.

posted 3 weeks ago
#141 Team Comtress 2 in Projects

I got more casual testing than competitive. I am working on it in private in order to clean up the changes and fix bugs with them to ensure no breakage or regressions across a variety of tools, mods and games.

posted 3 weeks ago
#4 Sensitivity randomly lowering mid game in TF2 General Discussion

https://store.steampowered.com/news/app/593110/view/3006688962897471639

Note: This update has been re-released on March 23rd to fix an issue in the prior day's update that caused mouse sensitivity in multiple games to be impacted by opening and closing the overlay.

posted 4 weeks ago
#2183 mastercomfig - fps/customization config in Customization

9.2.0 released with massive performance improvements, a great amount of bug fixes and hitreg improvements.

Changelog
Support me

This release took 50 hours to produce. If you like the work I do, consider supporting me!

posted 1 month ago
#13 Massive FPS Drops in Q/A Help

Do you know what Windows version you have now vs. what you had before?

posted 1 month ago
#35 I'm writing a proper guide to performance. in Q/A Help
AimIsADickYeah ik. I was just thinking of tips that weren't necessarily related to your config (like if neccessary increasing the page file size on windows, clearing up bloatware, etc.).

There's an OS optimizations section. https://docs.mastercomfig.com/en/latest/os/windows/

posted 1 month ago
#2172 mastercomfig - fps/customization config in Customization

Using dxlevel 81 is not a misconception. It has a valid use case. Same with the force ID settings. I haven't looked too much into those but people do strangely get a benefit out of them sometimes.

posted 1 month ago
#18 I'm writing a proper guide to performance. in Q/A Help

There are two incorrect things in the Delfy video that I spotted: r_lod 2 instead of r_rootlod 2 and the recommendation to use -threads -high in launch options (granted, I skimmed through it).

Anyways, the mastercomfig docs are open source! So you can improve them however you'd like.

AimIsADickThey're the same metric type, not actually the same metric. The difference between the two is in how the information is represented. Frametime represents the time it takes to render the frame, while frames per second represents the amount of frames generated in a second. What I'm saying is that frametimes are generally better than frames per second as a benchmark metric, because it gives more information.

How do you think a game engine or any benchmarking tool measures FPS? It uses frametime by measuring the time taken between the start and end of the frame, then takes the reciprocal of that (divides 1/frametime).

AimIsADickdxlevel 95 is only available on xbox 360. On PC the dxlevel will be maxed to 90.

You may be thinking of dxlevel 98.

posted 1 month ago
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