mastercoms
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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 29, 2025 at 11:21 PM
Posts 1557 (0.5 per day)
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#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 about 4 years ago
#62 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 about 4 years ago
#57 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 about 4 years 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 about 4 years 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 about 4 years 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 about 4 years ago
#13 Massive FPS Drops in Q/A Help

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

posted about 4 years ago
#32 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 about 4 years 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 about 4 years ago
#15 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 about 4 years ago
#3 Anyone got mastercomfig configs as .cfg files? in Q/A Help
buudI really dont wanna verify integrity of game files and delete and paste my cfg and tf back every time i wanna change config

You don't have to do this anymore (and it doesn't have to do with VPKs anyway):

docsThese steps are no longer required to install mastercomfig, but is kept here to document how to completely reset TF2.

https://docs.mastercomfig.com/en/latest/setup/clean_up/

Also, as listed on the download page, you can access the mastercomfig zip package from here.

posted about 4 years ago
#15 I got high-ass frametime. How do I reduce it? in Q/A Help

Having an FPS cap may be throttling your performance more than necessary. Try using an external FPS cap like Rivatuner.

posted about 4 years ago
#2167 mastercomfig - fps/customization config in Customization
AimIsADickOk I understand now. Guess I was just seeing a false correlation between the cvar and frames. Thanks again.

It does use some DX8 shaders so it might negatively affect stuff on your machine.

AimIsADickAlso just a heads up, but I personally think you should display frametimes in the graph in the performance section on your site. I heard that FPS is generally an unreliable metric, so I think it's a good idea to include frametime as a consistent metric as well.

frametime = 1/FPS
1/frametime = FPS

FPS is bad to measure as a relative thing, like "I just gained 30 frames!", instead of "I had 240FPS before and now I have 270FPS." That latter one is fine.

if you mean the frame pacing, that's harder to compare and measure between configs.

posted about 4 years ago
#2164 mastercomfig - fps/customization config in Customization

No, it controls shader quality. Reducing fillrate in this instance means reducing the required pixel fill cost.

posted about 4 years ago
#8 Australium Textures & mat_bumpmap 1 in TF2 General Discussion

This is irrelevant but given that I was mentioned and kind of misunderstood, I thought I'd respond. I didn't I said you would get higher FPS all the time with DX9 vs DX8. The more efficient renderer is rendering more, so it's just doing more, faster, but in more time than something that's doing less, slower. So it's understandable that it's getting less average FPS.

Anyways, DX9 can help a lot with drops, latency, resource usage, frame timing and performance over longer periods of time even if it isn't getting you higher average FPS. Finally, keep in mind that how you test dxlevel can affect your benchmarks. You should be setting dx9 and then launching without -dxlevel 90, or else you will experience some graphics options getting reset, causing lower FPS.

posted about 4 years ago
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