6.3.0 beta1 https://github.com/mastercoms/mastercomfig/releases/tag/6.3.0-b1
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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 | May 7, 2024 at 8:36 PM |
Posts | 1534 (0.6 per day) |
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evgleCan someone follow up on this? I currently have my hitscan classes set to cl_interp 0.0333;cl_interp_ratio 2.2 and projectiles to cl_interp 0.0152;cl_interp_ratio 1.
Is it better to keep the cl_interp the way I have them and change the cl_interp_ratio to 1 for both hitscan and projectile?
What is general idea/conclusion on the ideal cl_interp and cl_interp_ratio settings for hitscan and projectile?
solly6's reply was sufficient. I think I need to emphasize that cl_interp_ratio determines the value of cl_interp, so you shouldn't be setting cl_interp manually. Just set it to 0 and let cl_interp_ratio do its job. I would recommend using cl_interp_ratio 2 for everything.
Sineticore i3-3240
8gb ram
and some default intel graphics card
also i think it was the net settings. cos i changed some net settings and it seemed to fix it. But i has like a tiny bit of constan loss for some reason.
You shouldn't be using the badcpu addon. And what did you change with the net settings?
alamo2914The bad GPU addon puts more work to the CPU, and the bad CPU addon is made for... bad CPUs.
I'm pretty sure it's more recommended to use only one of them.
You can use both. The badcpu addon just decreases CPU usage.
SinetiI just installed this cfg with the bad cpu and bad gpu addons, and it gives me so much input lag, and the sound is messed up when i shoot as well. The shooting sound (on any class/gun) seems to play twice, and the input lag is awful as well cos it takes ages to shoot.
I also cant find where the m_rawiput 0 command is, cos i want to change that as well.
Any solutions?
pls and ty
What are your specs?
SetsulThey don't have to be but that doesn't matter.
For the attack to work the executed code needs to be able access the data you want to leak. So if you're not in kernel mode an attack on the kernel will fail because the data is never accessed either a) because the permission check fails (AMD/ARM) or b) because the fix for Meltdown has already flushed the TLB and the adress isn't known.
Sure you can use it to gain access to data in your own process but that's a bit redundant. If your own program contains malicious code and uses it to leak its own data to itself, well, you've achieved nothing.
If you're running untrusted javascript code via JIT in the same process as some sensitive information you might want update your JIT to use conditional bound checks. On the other hand you're running untrusted javascript code via JIT in the same process as some sensitive information so you deserve everything that happens to you.
Not sure what the point of this response was, I wasn't trying to disagree with you that extensively, nor does your defense make sense. The possibility of browser exploitation should not be dismissed and the proper preventative measures should be taken to mitigate it. https://support.google.com/faqs/answer/7622138 (see Google Chrome listing)
Also from the press release
IntelIntel believes its products are the most secure in the world
SetsulRelies on kernel-mode (so in the OS) interpreters or JITs executing the code so as soon as those are patched it's fixed.
May not even work with default configs on AMD.
JITs are common in some cases (ex. JavaScript), and don't have to be kernel level. Though, you are right about BPF JIT, which is disabled by default on Linux. Not sure if Windows has its own variant of this.
Remember that this only works around one vulnerability and more fixes should be coming which decrease performance slightly more.
EDIT: here's Intel's statement https://newsroom.intel.com/news/intel-responds-to-security-research-findings/
Tino_Yeah sorry but shit like the sandman have literally been piles of shit and OP for close to 10 years now. That's not a patch with a "metagame" its just fucking stupid.
We're not 10 years in the past now. Stop acting like it. The developer mindset on the game has changed now and to pretend like they'll behave exactly as they did with the sandman before (when they didn't pay much attention to maintaining good balance) is just not logical.
springrolls??
idk if you've read the thread but literally all the people who say that a certain direction will push tf2 toward being an esport are the people advocating for unbanning unlocks and shit lol.
I haven't seen anyone support unbanning everything, besides I guess MR. SLIN who got a lot of downvotes.
springrollsedit: also other games have developers that listen directly to top competitive players and balance for the pro scene and such their decisions are usually not totally terrible. tf2 developers have a history of making changes that are straight up terrible and only get reversed through massive community backlash (initial demo nerf, bison nerf, that sword that makes you charge longer nerf, etc.)
Sure, some things are changed in later patches, but sometimes some patches just have a certain metagame that isn't "fixed" for as long as that sort of patch period lasts.
I don't actually understand why the competitive community is so set on keeping comp TF2 a stale, "perfectly balanced" game. Games aren't supposed to be perfectly balanced, that's just boring, unchanging and practically brainless from a strategy creation standpoint. Good balance comes from having a few overpowered aspects of the game, so that in a highly competitive environment, teams create new strategies over time to adapt to the many different things other teams are doing to take advantage of those overpowered aspects. There's also a case where something may make a class overpowered in one area, but that area encourages a different playstyle which is overall easier to deal with.
People right now are unfortunately delusional that TF2 is going to grow as an esport if we ban weapons and limit classes. It's not. TF2 also isn't going to grow as an esport if the devs balance the game exactly to your liking. Other competitive communities are able to accept new patches and adapt to them, and the games supported by those communities have some of the most popular esport scenes in the world. Our community has this detrimental mindset that we should distrust the developers and instead, as non-game developers, make big assumptions about if the game is perfect for us and our old strategies and then act on those assumptions through bans. This is the one thing holding us back and I hope people realize this and advance TF2 much further by getting rid of this ban system.
nopeif people are saying they're getting randomly vac banned for something silly it's pretty dumb to point at their vac ban and call them a cheater, just saying
Except if you look at their GitHub profile, they have a history of contributing to and reporting bugs for catbot, which is what I pointed out a sentence before (it's even in your quote).
I investigated a bit more into the users that complained on that GitHub report, and looks like all of them use cheats and/or develop cheats.
(including BenCat07 who posted on this thread and is now VAC banned on their Steam)
BenCat07fun fact: Said cheat was already updated to use random names instead and guess what? the VAC detection method is still present
Remember what Gabe Newell said a few years back about cheaters spreading misinformation about VAC. https://www.reddit.com/r/gaming/comments/1y70ej/valve_vac_and_trust/
You might think it's funny to make fun of Valve, but think about who is controlling the conversation and who'd like you to distrust VAC and Valve.
preloading is/was always an exploit not ever guaranteed to work.
I wouldn't be surprised if Valve patched it, considering how you can redefine model data to enable hitbox xrays on valve servers using preloaded models.
6.2.1 released with a voice bug fix, added missing transparent viewmodels addon, host_thread_mode warning fix, new release publishing method.