Delete sound cache for that custom folder?
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SteamID64 | 76561198046110893 |
SteamID3 | [U:1:85845165] |
SteamID32 | STEAM_0:1:42922582 |
Country | United States |
Signed Up | August 8, 2017 |
Last Posted | April 23, 2024 at 9:59 PM |
Posts | 1531 (0.6 per day) |
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Raw Input | 1 |
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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.
making a 3 frame among us animation in the console
9.2.1 released with 3 imposters among us.
This release took 2 hours to produce. If you like the work I do, consider supporting me!
tf2 f2p, comanglia fps config
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.
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.
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.
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.
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.
9.2.0 released with massive performance improvements, a great amount of bug fixes and hitreg improvements.
This release took 50 hours to produce. If you like the work I do, consider supporting me!
Do you know what Windows version you have now vs. what you had before?
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/
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.
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.