Friendly reminder if you think you're bad at aiming

And this is exactly what people like you do, you hide behind this mindset whenever you’re criticized because it sounds good on paper.

Of course “taking responsibility for yourself” is a good idea, but only to an extent.

If the system is broken you should question why, instead of blaming yourself ( and encouraging others who don’t know any better to also blame themselves ) for something that’s unequivocally not your ( or their ) fault.

Just because I’m not good at something doesn’t mean there’s a problem with the system.

Yes, but it means there could be a problem with the system. Players who don’t know any better see your first post and resign themselve to be forever bad, as the mindset you’re pushing discourages any other thought besides “i’m bad so i must improve and the only factor that affects myself is myself” (ignoring all the 100s of external factors from the quality of your teammates all the way down to what hours you play the game at) and when they reach 500hrs and still can’t aim because they have their refresh rate set to 30hz they get discouraged and quit because they focused ONLY on themeselves and never improved, as the problem was never them to begin with and could’ve been solved by a simple change in mindset to accomodate all possibilities instead of restricting yourself to just one.

I refuse to blame other people, and blaming the time of day just seems really sad and pathetic. Blame everything but yourself.

OW2 is infact a team game, and the other players in the match besides you do infact affect its outcome. Pretending they don’t is ignoring reality.

The games you get change drastically based on what time of the day/week you play. From weekdays at noon where you get the best but slowest matches, to weekends at 6-8pm where the queues are fast but the worst come out to play, the time of day matters a lot to the point where some players will straight up refuse to play on weekends because of how bad it gets. Not to mention the fact that soloq add a whole other degree of randomness to the matchmaking where the reliability of your team is up to a diceroll ( sometimes with double disadvantage ).

The thing is, blaming yourself sometimes is OK, sometimes bad things happen that are genuinely 100% your fault. The problems start arising when you turn your brain off and apply that mindset to literally everything leading to you bashing your head against a brick wall trying to put the square block in the round hole every time something goes wrong.

Perpetuating that mindset (what you are doing) is even worse because then you’ve got players who don’t know any better (maybe they’re new to FPSs or games in general) thinking they’re bad with no way to improve because you’e telling them to solve problems that don’t exist while ignoring the actual problems that they have.

The participation trophy generation at work.

Thanks for revealing you’re not intelligent enough to bother to continue to talk to. You can’t muster up any more pathetic excuses for your myopic mindset? Funny how people like you always seem to … run out of ammo after someone comes in who presents a legitimate argument that you can’t scare off by repeating what you said again and again. Go back to reddit where you might actually be able to convince someone with that horrid excuse for an argument that is more comparable to grunting repeatedly than trying to convince anyone of anything.

You sound like a whiny child that’s used to getting ribbons when you lose. Nothing more and nothing less.

I looked. Yes, the fluctuations with rtss lock are smaller. Insignificantly. On my HW game lock fluctuations at 144 fps are ~0.4ms peak, with rtss ~0.2ms peak. In general, it does not make a difference for the frame time and input
However, what does, is the method by which rtss limits frames. It blocks sending data to the gpu until the interval. Which gives more actual delay between input and gpu than the game, which blocks the cpu portion of the frame until the interval

Also, check https://youtube.com/watch?v=W66pTe8YM2s / https://youtube.com/watch?v=T2ENf9cigSk
1. amd and nvidia have built in limiters with what seems to be the same mechanism as rtss. No point in using rtss for this. They also improve over time. G-SYNC 101: In-game vs. External FPS Limiters | Blur Busters
2. you will get higher input lag with this, although more consistent. Which you unhelpfully didn’t mention in your post

Rtss increases lag. Period

Also. No pro uses an external limiter precisely because of this. And for some reason it doesn’t cause them any problems. It’s strange, according to your logic

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I wasn’t aware they used the same mechanism, as i had tried to cap the framerate with the Nvidia one and it seemed to cause issues that rtss did not. I will have to re-test that apparently.

Yes, the whole point of the post was to provide settings that reduce input lag down to the lowest possible consistent value. A slightly lower input lag that fluctuates more is always worse than a slightly higher input lag that fluctuates less.

They also are probably able to run the game at a high enough framerate that precise frametimes don’t matter as much. This fix was more targeted towards those with lower-end machines that get anywhere from 60-200 fps, but most of the same principles apply to higher-end ones as well.

!!! EDIT !!!
I retested everything and RTSS still gave me the most consistent cap without significantly increased input latency. Video proof HERE

It’s not slightly. It’s nearly +50% avrg

That’s improving your capabilities by like 0.01%. Only the top of the top % of players would even have a chance at being able to do something with that…

A 16 ms skip is not going to change jack about where and when your shot is placed. Consistency does not matter when the increase is that small.

That’s not even remotely the same. You still know exactly when it’s going to hit, so you’re missing the random variable necessary for it to be considered a reaction. If someone else was telling you when to press, then that would work, but if you’re doing it yourself then it is not a reaction.

I’d just like to add one thing about RTSS , the latest release supports nvidia reflex as a limiter and supposedly with that, you can have “reflex benefits” in games that do not have Reflex support built in.

That’s what i understood from the description at least, I havent tested or tried it further but that sounds like quite nice feature.

Of course if a game supports reflex already theres no benefit in using rtss’s implementation.

If you enable G-sync for example, reflex will cap your fps below refresh rate automatically; to around 320 in case of a 360hz monitor.

Added new framerate limiting mode : NVIDIA Reflex mode. In this mode RivaTuner Statistics Server completely disables its own precise framepacing implementation and uses NVIDIA’s own framerate limiter instead.

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or just play Aimlab and get good like a normal person

That’s a good one, but, yeah, then there’s no point in rtss for that case

I have come to accept that I am just bad at aiming, ok? xD

Plus, I already got all this options enabled and I’m still bad lol

Do better please (20char).

I will explain.

Reducing buffering is beneficial because it helps reduce input lag, hopefully everyone knows this. This may however come at a small performance penalty, which may reduce overall FPS.

When you see 2 dots on your FPS counter in Overwatch, it means your GPU is saturated/struggling; in this case, reducing buffering is only making the problem worse, and exacerbating the input lag rather than helping reduce it.

See https://www.reddit.com/r/Competitiveoverwatch/comments/y9zkzj/explain_to_me_like_im_5_but_what_do_the_dots_next/

I hope this makes sense.

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It makes perfect sense, thanks so much! I was really confused lol

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What i would like is a justification on why should these settings be the consistent one and what’s wrong with what a user is already playing on

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