solly6mastercoms, is it better to set cl_interp_ratio to 2 and cl_interp to 0 for better hit registration than forcing it?
yes
| Account Details | |
|---|---|
| SteamID64 | 76561198046110893 |
| SteamID3 | [U:1:85845165] |
| SteamID32 | STEAM_0:1:42922582 |
| Country | United States |
| Signed Up | August 8, 2017 |
| Last Posted | February 12, 2026 at 9:39 PM |
| Posts | 1614 (0.5 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | |
| Windows Sensitivity | |
| Raw Input | 1 |
DPI |
|
Resolution |
|
Refresh Rate |
|
| Hardware Peripherals | |
|---|---|
| Mouse | |
| Keyboard | |
| Mousepad | |
| Headphones | |
| Monitor | |
solly6mastercoms, is it better to set cl_interp_ratio to 2 and cl_interp to 0 for better hit registration than forcing it?
yes
HonsterIs there any benefit to the vpks beside tf2 possibly booting up faster? I really prefer the configurable text files, so I guess I just download the Source code (zip) from the assets section of the release?
Some people may also prefer the vpk because it's less files to manage.
And yes, that will work.
6.0.2 released with documentation improvements and bug fixes.
I guess the -unbuffered_io launch option does not work then. The script scans a Source game folder for launch options.
solly6Does it improve loading times and performance? Also how are you finding these launch options? Where did you get these?
That's what I want to find out from people testing it. Launch options can be found here: https://gist.github.com/mastercoms/12c51b171e2d3589eedc6bc9905e8f5e
Victor
I've increased the max packet size in 6.0.1 to resolve this issue.
solly6What does the -unbuffered_io launch option do? Does it work on Windows or only for Mac and Linux?
It enables optimal buffer allocation and unbuffered IO for file loading. It works on Windows. I don't believe it works on Mac or Linux.
jnualso will this config still give me crashes when changing maps?
I was never aware that this was an issue with my config, but with custom HUDs.
6.0.1 released with network improvements and fixes, organization improvements and small tweaks to eye optimizations.
I've also created a Discord server so people can get faster help: https://discord.gg/CuPb2zV
GefyHasAPeanutQuestion:
How can I get ragdolls back? I installed the config via FLAIR's tutorial. I like ragdolls. They're funny. I want em back. But I also wanna keep the config, help!
Use the commented options https://github.com/mastercoms/tf2cfg/blob/master/mastercomfig/cfg/comfig.cfg#L438
sageis there any command to get rid of the obtrusive minigun flash of heavy weapons guy?
HoppsYou can remove it using yttrium's competitive viewmodels.
Maybe you can also use viewmodel_fov 0.1.
solly6Is there any edits in the config file? Like the Network section or something?
Yes, you can see see the changes to the config here, or on any release by clicking the "View the code changes" link.
ZeRo5Is there any reason why gibs are enabled while ragdolls aren't?
Yes, gibs don't impact performance as much as ragdolls.
Included_Middlemod_load_anims_async 0 // Disable async animation loading
mod_load_mesh_async 0 // Disable async mesh loading
mod_load_vcollide_async 0 // Disable async vcollide loading
mod_touchalldata 1 // Load more data
mod_forcedata 1 // Load more data
Can you give a little more detail about these commands, since you other cfgs seem to disgree on the optimal values for these commands.
The first two commands load data files on a separate thread, but I've found it to cause FPS drops so they're disabled.
The last two commands load all data associated with a data file, and it does this synchronously to prevent file loads from stopping the game to load stuff during a play session. If you have async data file loading on, you can turn these off, as the files can be loaded asynchronously.
New launch option to test: -unbuffered_io
sageWhat should i look for? i get a bunch of red lines, mainly hats that are being blocked by nohatsmod.
I also stutter noticeably when i change class to medic, could be my med config i guess since thats the only class i have with a long text in the cfg ?
this is my console.log after playing for a few minutes in casual:
https://pastebin.com/FqQJchj0
launch options: -condebug -novid -nojoy -nosteam
Maybe try turning on the async mod_load cvars.
Also turn off cl_new_impact_effects if you have it on.
zfnI'd like to ask about this command again:
cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
I asked about this one quite a few pages back, and you recommended 2. Could you please explain what this bug is, and what could happen if I was to still use 2?
Also how did you find out about this recent bug? There is very limited information on this command (which I still don't quite understand how it all works) and I'm curious as to how you find out about these things.
Thanks again for putting in the time and effort to maintain this config
If it were not for that bug, 2 would be more optimized. The bug is that if you got server data from the last tick, it would still revert you to the predicted data for the last tick if there were no errors.
I found this bug by looking at the code.
SiiLVERHey, i see you made some changes in network so i ask againSiiLVERI have a 10.70Mbps (A Stable 10.50) (As in Mega bits, so 1.4Mega bytes, i think) Download and 0.98 Mbps (Stable 0.80 ish) upload... Not ideal, but, what network settings would be the best in my condition?
You said
mastercomsHalve the config's rate and net_splitpacket_maxrate, and use net_maxcleartime 5.
I see the new default rate is 159457, so... Should i still use 82000 ish or i halve the new one? Or is there a better specific rate for me?
And net_maxcleartime is now default 4... should i use 4?
Thanks
A better rate value for you would be 90000. You can keep max clear time on 4.
solly6Are there any changes in the comfig.cfg?
Yes, 6.0.0 changes the comfig.cfg file.
AeIs it possible to edit the VPK file?
I'd like to use mat_picmip -1 on default comfig
Just create a file called custom.cfg in your cfg folder and add mat_picmip -1 to it.
sageis this 2 frame delay referring to audio delay or to a whole game delay?snd_spatialize_roundrobin 0 // 1 adds a two frame delay to spatialization, not very good for competitive players
also ive been experiencing some random stutters at the end of round and sometimes in the middle of match after doing a fresh install of win7, could it be audio related ?
2 frame delay to sound spatialization, so sound will sound like its coming from its location 2 frames before, its slightly noticeable if you turn very quickly.
It's hard to really know what's causing stutters without any debug info. Try logging your console -condebug and turn on developer spew (developer 4).
fagoatseYeah, I've been doing that on windows ever since I discovered that it caused hit reg delays if disabled.
Yep, I found that out myself and changed the documentation to say it's for Linux users only. I honestly should have initially investigated it more because it caused some trouble for people when I recommended it.
fagoatseSo, I take it that
//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
is safe to use when you have ample CPU cycles to burn?
Yeah and I would recommend using the queued packet thread.
Yeah I played the original Bridge Constructor on PC, it's pretty fun actually. It looks even more interesting with the Portal mechanics in there. And I suppose we'll get to hear more of GLaDOS, which is nice.
This release is just something extra, it isn't preventing/hindering Valve from making/releasing their own games.
not a Valve game, they just let another studio use their IP
here are some screenshots https://twitter.com/ValveTime/status/938421992512016384
FreudmastercomsSnapshot rate can't be a decimal
Why can server tickrate be a decimal but snapshot rate can't?
Practically, the Source Engine stores snapshot (aka update) rate as an integer. It can't have decimals.
Now, it stores it as an int because of bandwidth control. Your network usage is defined in bytes per second, so therefore you have to define update rate as the number of snapshots in one second. You can't send a fraction of a snapshot, so it can't be a decimal.