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SteamID64 76561198020242938
SteamID3 [U:1:59977210]
SteamID32 STEAM_0:0:29988605
Country France
Signed Up November 6, 2012
Last Posted March 15, 2020 at 10:51 PM
Posts 726 (0.3 per day)
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#163 Diabotical Kickstarter in e-Sports
DiaboticalPSA: We are leaving the servers up throughout the week. Hopefully those in affected and/or quarantined regions due to #COVID19 can have another game to play. We'll be sending daily beta keys through our sign-up list at, so go get yours. Stay safe everyone!

posted 2 weeks ago
#6 Coronavirus and Copenhagen in LAN Discussion
Not looking good, sorry

posted 2 weeks ago
#152 Diabotical Kickstarter in e-Sports

I'm interested to know how the netcode works, playing in burger servers (~100/120ms) I had absolutely zero issue shooting, moving and rocket jumping.

It could mean that it's entirely client predicted (moving and rocket jumping isn't delayed) and heavily lag compensated (favor the shooter), the former is great, the latter is mostly fine until you get railed behind a corner or rocketed without seeing it being shot.

It's also possible they're blending in server-side extrapolation just like Reflex did, maybe with a different or no upper bound (Reflex has 80ms). If that's the case, then awesome.

posted 3 weeks ago
#9969 stream highlights in Videos

posted 2 months ago
#25 RGL Ban Wave in TF2 General Discussion

anyone wanna import that banlist in tftv?

posted 2 months ago
#5 Mic Thread #69000 in Hardware

Blue Snowball sounds OK but is bulky (read: shit to transport) and the cable connector is absolute garbage, absolutely requiring a homemade fix (I used Blu-Tack). It also gets you flagged at airport security for a free manual check.

An XLR setup should be attainable with 100EUR and will sound better than a lot of the USB mics available.

USB AT2020 also sounds quite good.

posted 2 months ago
#12 discrepancy between player count and YouTube views in TF2 General Discussion
sourceI was wondering why there was such an inconsistency in the numbers.

You're kinda comparing apples to oranges, YouTube views accumulate from when they are published, most of the TF2 player stats you're shown are fluctuating over a short span of time. I don't know of any website that keeps track of something similar for TF2 players, i.e.: how many unique players joined any server server since a point in time, the best you have is, I believe, how many people own the game on Steam, which is not very indicative.
The other thing is that YouTube is a lot more accessible than TF2, viewers may watch but not play at all.

sourceI never played rust nor have I seen a video of someone playing rust

posted 3 months ago
#2 tf2 servers in TF2 General Discussion

I don't suggest self-hosting TF2 servers with the occasional DDOSer showing up every few months.
Also: NA Serveme added a bunch of premium servers when ESEA ended their TF2 league, as well as Gameye providing infrastructure that seems to be on par with what multiplayer AAA games have nowadays.

posted 3 months ago
#26 sigafoo teasing RGL LAN in TF2 General Discussion
exaWhile we have not been able to give much information on this, we are planning on hosting an Invite Playoffs LAN for the second season of RGL 6v6.

What does the timeline look like?
Isn't this going to hinder players who wanted to attend Copenhagen Games?

posted 3 months ago
#6 Stutterfest in TF2 General Discussion

Are you running TF2 with an uncapped framerate?

posted 3 months ago
#1375 PugChamp in Projects

I set up a mumble server on the NACL hosting for the time being, I believe it's in NYC:
port (default): 64738

posted 3 months ago
#8 Why does Source games netcode feel wrong? in Q/A Help
sagetwiikuuThey are literally the same codeis it based on quake 3 for real? considering quake 3 netcode is different from quake 2, and quake 2 is the one that people claim valve based the half-life 1 engine on.

q3's pretty much defined modern FPS netcode, source introduced some optimizations with no major changes
- packets are sent over UDP/IP, some redundancy and buffering is involved
- server sends diffs of the world state according to ack'd client state
- clients extrapolate their own state (movement/hitscan) and interpolate the state of the world
- backward reconciliation is used in case of misprediction

sageTF2 use TCP

TF2 solely uses UDP for the gameplay netcode, TCP is used for RCON
I can't speak for Q2 but I highly doubt it uses TCP, it would otherwise be unplayable with ping and packet loss

There's some to remember:
Netcode can never be perfect online (until everyone gets hooked to fiber and a solution is found for routing I guess)
There'll always have to be downsides somewhere
Not every issue you see is caused by netcode, hitsound in TF2 requires a roundtrip because the client doesn't predict the damage caused

posted 4 months ago
#2 Why does Source games netcode feel wrong? in Q/A Help

They are literally the same code

posted 4 months ago
#60 Early details announced for Copenhagen 2020 LAN in News
_KermitThe venue not being set in stone isn't that great, is there any public reason for announcing the tournament and stuff already if the venue isn't even confirmed?

For what it's worth, I've seen two posts on their official website that states that the venue will be Lokomotivværkstedet, the same as last year:

posted 4 months ago
#28 Half-Life: Alyx in Other Games
Reerovr hasn't escaped the gimmick phase and likely never will

There is non-gimmick use to VR (social, light content consumption, content production (needs some exploration), audiovisual experiences, very specific games that couldn't exist on other platforms (like beatsaber)), it's just not well suited for "generic" gaming (similar to the Wii)

posted 4 months ago
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