not sure about TF2 but I know most orgs in Dota 2 just get a percentage of the prize winnings
| Account Details | |
|---|---|
| SteamID64 | 76561198046110893 | 
| SteamID3 | [U:1:85845165] | 
| SteamID32 | STEAM_0:1:42922582 | 
| Country | United States | 
| Signed Up | August 8, 2017 | 
| Last Posted | October 26, 2025 at 7:06 PM | 
| Posts | 1593 (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 | |
JackStanleyI have updated comfig to 6.0.3 from 6.0.0 and my SweetFX stopped working, any workarounds?
6.0.3 isn't out yet. 6.0.2 is the latest release.
Consolethank mr mastercoms
ms*
doot doot
Just a heads up, the TF team has provided a branch called "pre_jungleinferno_demos". You can use that easily through Steam to use demos after they were broken by Jungle Inferno.
To access this branch, right click on Team Fortress 2 in your Steam Library, click Properties, go to the Betas tab, and then select "pre_jungleinferno_demos" in the dropdown menu. This will download ~430MB for that branch.
You can then go back to using the main build by selecting "NONE" in the dropdown menu.
Would it be ok if I made a few mouse commands the default rather than having them commented out?
m_limitedcapture_workaround 1 // Workaround for mouse capture issues
m_filter 0 // Do not average mouse input over two frames, more responsive mouse input
m_mousespeed 0 // Disable Windows mouse acceleration (-noforcemspd)
m_mouseaccel1 0 // ^ (-noforcemaccel)
m_mouseaccel2 0 // ^ (-noforcemaccel)
m_rawinput 1 // Use raw input from mouse
zoom_sensitivity_ratio 0.793471 // Use same sensitivity as when unscopedcl_interp_ratio 2 because then you don't have to worry about a server update being missed, due to networking delays or server framerate drops.
cl_interp 0 so you don't have to set an inaccurate decimal value which will get the timings wrong and instead can use the exact division of cl_interp_ratio by cl_updaterate, which gets you better interp timings.
cl_cmdrate 66
cl_updaterate 66
cl_interp_ratio 2
cl_interp 0
net_queued_packet_thread 1
net_compresspackets 1
net_maxroutable 896
rate 187500
net_maxcleartime 4
net_maxpacketdrop 1000
net_splitrate 4
net_splitpacket_maxrate 187501
cl_pred_optimize 1
cl_lagcompensation 1
cl_predictweapons 1
cl_smooth 1
cl_smoothtime 0.07Try these settings
Could you share your full config?
Also, what is your Internet's down/upload speed?
AnyarI know this is from page 27, but I still feel like -nosrgb deserves better documentation.
In case you forgot (wouldn't blame you; again, page 27), for me the launch option made ALL player models and MOST weapons completely INVISIBLE, as well as adding a random vertical line on the screen for some reason. Technically it improves fps, but let's be honest, this is like using an option to make the entire map invisible because it makes your fps smoother.
Now I'm not completely sure why this happened to me and why nobody else has reported something that seems so game-breaking. Maybe the launch option + my Dx81 or No Hats Mod messes something up? Not too sure, so many possible factors. The "very bright lighting" part you added is an improvement for sure, but is still slightly ambiguous because very bright rarely translates to invisibility, and I only noticed bright models, not bright map props/lighting.
Thanks again for the config, otherwise it seems pretty great.
You bring up good points. I've removed them from the config. Instead, they are listed on a separate wiki page: https://github.com/mastercoms/tf2cfg/wiki/Silly-Launch-Options
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