stabby
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SteamID32 STEAM_0:1:7407456
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Signed Up March 21, 2013
Last Posted May 16, 2018 at 5:40 PM
Posts 274 (0.1 per day)
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#57 About cl_interp and hit registeration in TF2 General Discussion

I'm not sure what the disconnect is, but I don't see what's wrong with that quote. Did it not come off as tongue in cheek?

Anyway, I really didn't mean to derail. This is a great thread otherwise. Sorry.

posted about 10 years ago
#55 About cl_interp and hit registeration in TF2 General Discussion
cl_updaterate 100 and cl_cmdrate 100 are useless. TF2 limits it to 66.67 anyway and servers can't send more snapshots than their tickrate and the tickrate is fixed to 66.67.
The explanation of cl_interp_ratio 1 is just plain wrong. Interpolation isn't "updated". It's not "once per tick" it means "interpolation length is 1*(1/cl_updaterate)" which is
a) not about ticks, it's about clientside snapshot recieval rate
b) not a "x per" measurement it's a "x times" measurement which is the complete opposite for any value apart from 1.

cl_smooth we had that already
cl_smoothtime this is like the magical rule "you need to use the same interp as your ping". There's no logic behind it.

http://www.reddit.com/r/tf2/comments/1rj6b3/stabby_stabbys_everything_packall_the_tf2_tweaks/
Let's look at the forst launch option.
-16bbp

Now let's look at the Valve Dev Wiki.
-16bpp - Forces 16-bit color mode (bit depth).
Note:Not allowed.

Do I have to continue?

Thanks for being specific and providing some substantive information.

That said, I think you're dodging the point of my initial post: 1) You insulted me out of the blue, and that's not necessary, 2) You made counterfactual statements.

What you suggested is that I am unintelligent and spreading deletarious information. That's untrue and immature, and I don't appreciate it. I made that (very old) post by request, and never claimed to be an authority--I did my best to oblige and I linked my source. Since then I've continued to read and adjust with what I learn. The settings in my config are absolutely fine--however, after the cl_smooth thread I will be adjusting that value to "0". You, too, are incorrect in some of what you are saying, but nobody's calling you stupid.

You're doing a good job of being informative, but please just try to be more of an adult and avoid name-calling and lazy mistruths. Apologies for derailing, please resume.

posted about 10 years ago
#39 About cl_interp and hit registeration in TF2 General Discussion
SetsulstabbyUh what? That was uncalled for.Nah, you spread some pretty bad bs in the SPUF, especially those configs
-64bit doesn't exist in the source engine.
Apart from that there is no 64bit version of TF2 and there never was.
The source engine launches in 64bit if possible, there's only -32bit to prevent that, no way to force it.

No, I don't. Find a quote or be specific if you're going to bother to insult me. Right now you're just being rude and inaccurate.

As far as my config goes, by all means, point out a fault and I'll fix it. Never posted my config on spuf, by the way.

posted about 10 years ago
#36 About cl_interp and hit registeration in TF2 General Discussion
heraquaI have a question but i don't want to read all the walls of text: What do interp colors indicate?
I'm using interp 0 and interp ratio 1 or 2 for projectile and hitscan respectively. When i'm at ratio 2 my interp is white, when im at 1 it flashes from orange to yellow. Should i change anything?

Setsul's correct:
"Yellow lerp means that the server frametime dropped below your interp."

That's going to cause stuttering/warpy movement of players and projectiles; if that throws you off, bump up your interp.

posted about 10 years ago
#34 About cl_interp and hit registeration in TF2 General Discussion

Uh what? That was uncalled for. Civility is a sort of intelligence, you know.

My interp is .015, and my updaterate is 66.6667...and the launch option is there because why not.

posted about 10 years ago
#6 cl_smooth, cl_smoothtime, fps_max: best settings? in TF2 General Discussion
hookyI would still do an fps cap, if your computer renders above 900 fps, then Source breaks. I have mine set to 500.

Hm, yeah, I see no downside to such a high cap. Might as well.

How does the Source engine "break"?

posted about 10 years ago
#3 cl_smooth, cl_smoothtime, fps_max: best settings? in TF2 General Discussion

Thanks for the reply.

I think I'm going to go with fps_max 0 and cl_smooth 0.

posted about 10 years ago
#1 cl_smooth, cl_smoothtime, fps_max: best settings? in TF2 General Discussion

So...I've done a lot of reading on cl_smooth/cl_smoothtime and fps_max, and I have to say, I'm still stumped.

#1: the most controversial: fps_max

The case for fps_max 0:

The higher your FPS is, the less input lag there will be, the more up-to-date the frames displayed on your monitor will be (whatever its refresh rate), and the more up-to-date and consistent your reports to the server will be. Keep in mind that most setups' minimum FPS will be dramatically lower than their average FPS--capping at the minimum for no fluctuation would mean a much lower framerate all the time.

The case for fps_max [minimum FPS]:

The Valve Developer Wiki says that consistent FPS is preferable to variable FPS for hit registration--they don't say why. This bothers me...how exactly does framerate variability affect hit registration?

Annnd #2: cl_smooth and cl_smoothtime

Here's what cl_smooth is:

After 100 milliseconds, the client will receive the server snapshot that contains the changes based on the user command he predicted earlier. Then the client compares the server position with his predicted position. If they are different, a prediction error has occurred. This indicates that the client didn't have the correct information about other entities and the environment when it processed the user command. Then the client has to correct its own position, since the server has final authority over client-side prediction. If cl_showerror 1 is turned on, clients can see when prediction errors happen. Prediction error correction can be quite noticeable and may cause the client's view to jump erratically. By gradually correcting this error over a short amount of time (cl_smoothtime), errors can be smoothly corrected. Prediction error smoothing can be turned off with cl_smooth 0.

Predicting an object's behavior only works if the clients knows the same rules and state of the object as the server. That's usually not the case since the server knows more internal information about objects than the clients do. Clients see only a small part of the world and just get enough information to render objects. Therefore, prediction works only for your own player, and the weapons controlled by you. Proper prediction of other players or interactive objects is not possible on the client at this point.

Here's what Chris has to say about cl_smooth:

http://etf2l.org/forum/customise/topic-10435/page-57/#post-238353
If you’re not getting prediction errors, cl_smooth does absolutely nothing. Nil. Nada.

It’s inadvisable to have it on because it will make your aiming inaccurate for the smoothing period, and besides it would be unnoticeable (any perceived non-negligible difference will be placebo) at vales less than 0.05.

Alright, so it's only relevant when there are prediction errors...which is constant, if you monitor that with cl_showerror, and if I understand correctly, without any smoothing there will be hitches...which would throw my aim off.

How will smoothing make my aiming inaccurate, exactly?

Would leaving cl_smooth on but setting cl_smoothtime to something like .05 be a good compromise?

Thanks in advance to anyone that lends helpful discussion.

posted about 10 years ago
#11 Looking for a good headset in Off Topic

AudioTechnica ATH-AD700's or Sennheiser HD280's.

posted about 10 years ago
#5 SweetFX with TF2? in Customization
xetsogSweetFX does indeed work, but it definitely slows down your game. I do not recommend

I'd still like to try it....how did you get it to work?

VAC safe, btw.

posted about 10 years ago
#9 Suggestions for Tenkeyless Mechanical Keyboards? in Hardware

Noppoo Choc Mini ftw. Reds though :P

posted about 10 years ago
#1 SweetFX with TF2? in Customization

Here's what SweetFX is: http://forums.guru3d.com/showthread.php?t=381912

I'd really like to use this thing to improve visibility when using LightBoost....

Has anyone been able to get this to work with TF2? I can't find any success stories post-Steampipe Update. I get a CTD on launch :/

Thanks.

posted about 10 years ago
#59 Real Talk with Stabby stabby - UGC Highlander interview #2 in News

Fair enough, I didn't mean to suggest this place was particularly bad in that respect.

posted about 10 years ago
#57 Real Talk with Stabby stabby - UGC Highlander interview #2 in News

Okay. This has gone too far.

I am flummoxed by the amount of hatred being displayed here. What have I done to merit this?

Overrated? Excuse me, but have you read the comments here? Do you think you all are some "in-the-know" minority? It's trendy to say I'm bad. It says that you know better than the masses, and suggests that you are somehow superior to those who have some modicum of respect for me.

Free stuff from my fans? I have given or plan to give away every item that has been given to me. How much have you given away to the community?

Asshole? Am I the one coming here shitting on a person I don't know with absolutely no provocation?

Shit at TF2? You know what, I'm not bad. And if you've watched enough of me playing to have a valid opinion and disagree with those who say I have a respectable amount of skill, what the fuck are you doing spending all your time studying a shitty player? Go watch someone else and get over your fixation with me.

The fact of the matter is, it's hip to be a hater in this community. The people who are coming here being cruel are simply children trying to be cool in front of their friends. I see no jealousy, I see no reasonable responses to any bad behavior on my part. I see middle-schoolers throwing their lunch at the unpopular kid.

Now stop it, and let's get back to TF2. I am not Miley Cyrus, and TF.TV is not a tabloid.

posted about 10 years ago
#9 Gaming router? in Hardware
frknstabbyIsn't QoS bad for gaming?No. You prioritize the ports your game uses and it automatically gets priority over other packets. Why would that be bad???

I'd been told that so long as you're not using your connection for gaming it can be detrimental to ping. Hogwash I guess.

posted about 10 years ago
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