wareya
Account Details
SteamID64 76561198009358827
SteamID3 [U:1:49093099]
SteamID32 STEAM_0:1:24546549
Country United States
Signed Up August 23, 2012
Last Posted April 22, 2020 at 6:24 PM
Posts 2041 (0.6 per day)
Game Settings
In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
Headphones Generic
Monitor Generic
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#13 Video playback program that can play 240 fps vids? in Videos

Try hardware decoding with some variation of mpc-hc setup.

posted about 5 years ago
#51 Valve launches competitive beta public group in News

Is this thread about the benefits and shortcomings of different formats now?

8v8 with classlimits of 2.

In all seriousness though even if there's no classlimits in MM, skill ranking (you know, the "matchmaking" part) will take care of everything and put format players with other format players.

posted about 5 years ago
#30 TF2 aspect ratio scaling bug in TF2 General Discussion

"Waaaa I can't get an unfair advantage anymore"

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posted about 5 years ago
#4 is cl_interp 0 impossible after update? in Q/A Help

It has always been like this. If anything, it should be restricted to 0.015-ish, but it's not because you set your cmd and updaterate to impossible values. Either way, the engine will use the 0.015 value because of cl_interp_ratio 1.

>sv_client_min_interp_ratio 0
>sv_client_max_interp_ratio 2

These do literally nothing as a client, remove them.

The net settings you actually get (and have always gotten) with the settings you posted are these:

cl_interp_ratio 1
cl_cmdrate 66
cl_updaterate 66
cl_interp 0.015152 // rounded

If you feel a difference between these and what you're using right now, it's 100% certainly placebo.

Interp values below one updaterate frame (0.01515etc in this case) would cause extrapolation to always be occurring, so the engine, of course, forcibly limits it. If it were possible to go below one updaterate frame of interpolation, it would wreak total havoc on your hitreg.

posted about 5 years ago
#66 What should be the maximum FOV? in TF2 General Discussion
ScrewballHow about a FPS cap so people with good computers don't have a inherent advantage? 30 FPS for everyone!

High framerates are inherently good for shooters, ultra widescreen is not.

The fov cap could be what it is now or it could be higher, I don't particularly care.

Just don't try to justify outright giving an advantage to people who happen to have a particular subjectively different setup, when balancing it for other subjectively different setups is outright easy.

posted about 5 years ago
#63 What should be the maximum FOV? in TF2 General Discussion

So how about that diagonal cap so that people with 21:9 monitors don't have a rare and inherent advantage?

posted about 5 years ago
#65 A glaring issue with projectile hitboxes in TF2 General Discussion

edit: I can't read, ignore me

posted about 5 years ago
#12 Framerate changes increasing movement speed in TF2 General Discussion

If you have over 500fps you have a place to disable multicore rendering, which is the only possible cause of fps_max giving uncalled-for input lag. (no, multicore rendering otherwise can only reduce input lag when there's no fps cap)

posted about 5 years ago
#40 What should be the maximum FOV? in TF2 General Discussion

16:9's max FoV with a setting of 90 is currently 73ish vertically, 106ish horizontally, and 113ish diagonally.

We should cap every aspect ratio's diagonal fov at the same value (preferably at 113 so that 90% of players don't have to change anything) , so that using different aspect ratios is always a tradeoff of horizontal vs vertical, and so that superwide aspect ratios like 2:1 have diminishing returns instead of being useless or being overpowering.

posted about 5 years ago
#60 A glaring issue with projectile hitboxes in TF2 General Discussion

How you fix stairs is give mappers something that blocks rockets but not hitscan so artmappers are willing to clip their staircases with it and no, displacements flagged to block projectiles do in fact let rockets through because rockets are actually just short hitscan in the physics engine.

posted about 5 years ago
#32 A glaring issue with projectile hitboxes in TF2 General Discussion

Change it to an octagonal prism like warsow did.

posted about 5 years ago
#50 Candidates for map replacement S21 in Map Discussion

sunshine only gives some people worse fps than it should because of the grass sprites. http://www.teamfortress.tv/20219/detail-sprite-commands
I think older versions had denser grass, which was a problem.

posted about 5 years ago
#12 holy heck in Off Topic
CondescendingCandlestickok u dont all have to post about it and upvote each other

this is literally the definition of "had to be there"

but i like hearing about peoples' experiences

posted about 5 years ago
#8 1280 x 720 feels WAY smoother than 1920 x 1080 in Q/A Help

try mat_queue_mode 0

try disabling all threading commands

try fps_max 300

try removing most of your launch options (including threads, nod3d9e2)

try all of the above at the same time

posted about 5 years ago
#54 Competitive Matchmaking Details Revealed in News
ScrewballwareyaNot even valve is stupid enough to accidentally ship a 100ms interp restriction on MM. Even if they're going to restrict interp they wouldn't dream of putting it above 50ms.I honestly can't think of a reason to restrict it at all. They just need to make the most important net settings menu options to make it more accessible and update the defaults and we are golden.

As long as they cap it at 100ms and don't put a floor, everything will be fine

posted about 5 years ago
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