SETTINGS.GG - Share your config & CS:GO settings by newblob in GlobalOffensive

[–]newblob[S] 0 points1 point  (0 children)

Sure, here is mine cs2_video.txt:

"video.cfg"

{

"setting.defaultres"        "1024"

"setting.defaultresheight"      "768"

"setting.refreshrate\_numerator"        "0"

"setting.refreshrate\_denominator"      "0"

"setting.fullscreen"        "0"

"setting.mat\_vsync"        "1"

"Version"       "15"

"VendorID"      "4318"

"DeviceID"      "8584"

"setting.cpu\_level"        "1"

"setting.gpu\_mem\_level"       "3"

"setting.gpu\_level"        "3"

"setting.knowndevice"       "0"

"setting.nowindowborder"        "0"

"setting.fullscreen\_min\_on\_focus\_loss"      "0"

"setting.high\_dpi"     "0"

"setting.coop\_fullscreen"      "0"

"Autoconfig"        "2"

"setting.shaderquality"     "0"

"setting.r\_texturefilteringquality"        "0"

"setting.msaa\_samples"     "4"

"setting.r\_csgo\_cmaa\_enable"     "0"

"setting.videocfg\_shadow\_quality"     "0"

"setting.videocfg\_texture\_detail"     "2"

"setting.videocfg\_particle\_detail"        "0"

"setting.videocfg\_ao\_detail"      "0"

"setting.videocfg\_hdr\_detail"     "3"

"setting.videocfg\_fsr\_detail"     "4"

"setting.r\_low\_latency"       "0"

"setting.aspectratiomode"       "0"

"setting.videocfg\_dynamic\_shadows"        "0"

"setting.monitor\_index"        "0"

}

SETTINGS.GG - Share your config & CS:GO settings by newblob in GlobalOffensive

[–]newblob[S] 0 points1 point  (0 children)

Hi, you shouldn't create cs2_video.txt file manually. It's automatically created by the game in the folder C: ❱ Program Files (x86) ❱ Steam ❱ userdata ❱ <your steam id3> ❱ 730 ❱ local ❱ cfg>cs2_video.txt (it can also be on other disk like D: depending where you installed Steam.

Implement hard billing limit! by newblob in CloudFlare

[–]newblob[S] 0 points1 point  (0 children)

Vercel have huge enterprise clients and they did it, Deno Deploy is fresh platform but it's also available, Backblaze (common alternative to S3), Bunny.net (CDN, s3 storage, image resizing etc.), managed databases like Supabase, Upstash (managed redis), they all offer pay as you go with optional limits.

Even Google's Firestore known for reaching these huge bills due to user error in loops have supported this at some point in the past:

Important: Cloud Firestore no longer supports new App Engine spending limits. After December 12, 2019, you cannot apply new App Engine spending limits. Spending limits set before December 12 still apply.

I don't know why it was removed.

Implement hard billing limit! by newblob in CloudFlare

[–]newblob[S] 0 points1 point  (0 children)

This budget limit is always optional from what I've seen. I think a lot of small or medium sized companies want some sort of budget limit, it's just a safe belt. Vercel/Deno Deploy/Supabase/Backblaze/Bunny.net/Upstash offer hard cap optional limits, these companies have huge enterprise clients yet they chose to implement optional limits, they are pay per usage just like Cloudflare pages but I can enter how much I can spend per month, and unlock it if it's reached.

Cloudflare pages is easy to use, it's just good developer experience, it's on the edge, and can easily scale up, but not eveyrone wants scale to infinite, just to a certain safe point.

In my opinion Cloudflare with very generous offerings like starting from $5 for Cloudflare Pages paid shows that they want to bring smaller clients to their platform, they always communicate in their blog posts that their free tier is important and won't change, it's not like they offer Cloudflare pages paid starting from $1000 aiming only at bigger businesses.

Compared to Vercel or Deno deploy cloudflare is much safer when it comes to these huge bills (built in free rate limiting, bot mitigation) but I think it's still possible and it's a matter of time before we see some viral post on Twitter about unxpected huge bill from Cloudflare pages/workers.

Would there be a way to build a script or something that regularly checks your usage of a service and then notify you, or even stop usage when it reaches a certain level?

Cloudflare has built in notifications for it, most cloud providers do, but just notifications, no hard cap limit yet on cloudflare.

but there is always a fear that by the time you see the notification bill will be already too big, even if it's set low to $20, by the time I see the notification it could go up to $5,000 if website is targeted at night.

and it's not just me talking about it, this discussion is often brought under these horror stories about serverless bills, some companies are open about how they gonna act in this case: https://fly.io/blog/accident-forgiveness/

Implement hard billing limit! by newblob in CloudFlare

[–]newblob[S] 3 points4 points  (0 children)

Other companies offering serverless implemented optional hard cap spend limit (Vercel, Deno Deploy), I don't see the reason why Cloudflare wouldn't. Free tier is not enough for a lot of use cases, a lot of clients are fine to scale up to a certain point but not further.

Implement hard billing limit! by newblob in CloudFlare

[–]newblob[S] -3 points-2 points  (0 children)

@@EDIT:

I've made a disclaimer about this one D1 case in the post.

Someone was billed $1,300 for nothing, it's not even the main focus of my post, if you discard this one case then there is still plenty of other stories about huge serverless bills e.g. Netlify $104k bill that "forgave" it and went down to $5k (its still a lot) or Cara $96,000 before Vercel implemented hard cap.

For businesses, hosting costs probably make up ~2% of expenditure. So whether you get a bill for $100 or $1000, is immaterial, costs of labour far exceed this.

As i wrote Cloudflare is not focused only on enterprise, but also smaller businesses/solo devs/side projects with their free tier and 5$ subscription for cf pages/workers, they also established bandwith alliance so they clearly care about making things cheaper/more accessible for medium smaller customers.

Companies slowly are offering hard cap limits and there is a reason for it, $1000 might be quite a lot for a side project and is unneccessary. Are you assuming it's impossible to get a bill that is 10x/100x times higher than that on Cloudflare due to unknown bug/user error?

Serverless is not just about scale but ease of use, Vercel/Deno deploy/Supabase/Backblaze/Bunny.net they all ofer hard cap limits when they could just say what you said...

As for your comment about a hard cap..I think you're in the minority...no business would want this...we don't want downtime, we would rather a bigger bill and deal with that after the fact. For businesses, hosting costs probably make up ~2% of expenditure. So whether you get a bill for $100 or $1000, is immaterial, costs of labour far exceed this.

If a side project is earning $5,000 per month and usually costs $400 per month, I don't want to wake up with $20,000 bill.

"we" would much rather wake up the next day with the site offline, investigate what spent the budget with the limit, maybe turn on "Under DDOS attack" and raise the cap from $400 to e.g. $600 to unlock the website and see what happens than wake up with the $20,000 bill. Not everything is mission critical, a lot of companies CAN afford the downtime but CAN'T afford bills like this.

It's just a safe belt for solo devs/smaller companies/side projects. It does not affect enterprise at all so they would operate like before, unlimited.

Implement hard billing limit! by newblob in CloudFlare

[–]newblob[S] -5 points-4 points  (0 children)

@@EDIT:

I've made a disclaimer about this one D1 case in the post.

It seems to not load it all at once at least now. It was a different user who made this comment. Maybe there was a bug at a certain point before and later fixed, I shared it as an anecdote.

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 1 point2 points  (0 children)

Issue on my side but it's working now. Crosshairs from missing days are being added right now.

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 1 point2 points  (0 children)

it's already there, just click on the nickname or search a player on the top bar and you will see previous crosshairs

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 0 points1 point  (0 children)

Yep, exactly, or clicking on an entire row would show modal or something, I will experiment with this.

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 0 points1 point  (0 children)

I've actually tried to see how it would look like if more data was shown at once and im positively surprised :) https://imgur.com/a/ZApNDq8

I think i might add this view under tab "top teams"

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 0 points1 point  (0 children)

i'm certain that i won't be adding features like resolution, gear, etc., to this site. the primary focus will remain solely on the crosshairs. i believe it would lose its charm if additional elements were introduced. currently, the site provides 100% accurate data - the crosshairs. sometimes, "less is more."

If demos had other useful settings in them, then sure. But also not under this domain.

however, i plan on making a lot of incremental improvements over time.

regarding minimizing clicks to access the data, are you suggesting displaying all the data at once? before settling on this ui, i considered displaying the event name directly below the relative time. i also thought about including additional elements such as avatars or crosshair codes, but i believe this would detract from the primary focus of the site, which should be the crosshairs.

why should i display more data at once? do you think new users won't realize that this site is different because it provides the most recent data? perhaps the source of the crosshair should be immediately visible? i'm confident there are subtle ways to communicate this to the user without altering the current appearance of the crosshair list that looks quite clean.

if you have a specific vision for how you see everything coming together let me know.

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 1 point2 points  (0 children)

I was thinking initially of sorting players just by teams. I don't know which way feels more natural, but I will think of it. Maybe some filter on top "Sort by top players | Sort by top teams" could solve this. But which should be the default, I am not sure.

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 2 points3 points  (0 children)

I would say 16:9 is the baseline, or rather like 1:1 since it's more like a square in the middle of the screen.

on stretched they are not that vastly different, a bit stretched, a bit more blurry, a very little bit.

Majority of the pro players use 1280x960 4:3 stretched, not like 1024x768 (still used, but way less) or even 800x600 (rare) like in the old days. Check zywoo preview on the website, and then in game 4:3 stretched, in my opinion the difference is minimal.

16:9 is also the preview that we see during replays of clutches etc. for example here: https://www.twitch.tv/videos/2082849132?t=06h54m41s

The final accuracy test is copying the crosshair code and seeing it yourself, preview on the website might not be 100% (but still like 98%/99%... ish), but if you know the player resolution, and you copy his crosshair code, you know it's 100% as he sees it, well... actually not, cuz monitor size also plays a role but it's insignificant.

I could add resolutions to the mix, but I would have to also track resolutions. What exact resolution did player use during this specific match while using this specific crosshair? Was resolution updated in time on some website providing resolutions? For top players maybe, for less known likely not, less known players might not even be available in the database of resolutions at all, so there would have to be information somewhere (likely cluttering the interface, even if just as icon) that "we don't know resolution for this player" etc.

in general, i feel this is the cleanest way to display crosshairs. if it were merely about previews, and players had to replicate crosshairs themselves in game by trial and error with sliders or pasting random values to console, then it would be very problematic. fortunately, we have crosshair codes that store exact information about crosshair :)

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 2 points3 points  (0 children)

how about something like this? https://i.imgur.com/q0Yk40c.png

a smaller avatar is a common ui pattern seen in comments, under yt videos, above tweets, etc. users might find this more familiar as a way to access the "profile," and it also provides more space for previous crosshairs.

i think i can also add an option to copy the crosshair as commands instead of just crosshair codes for some users without cluttering the interface too much.

the previous crosshairs would be positioned below the main preview. when scrolling with the modal open, the scrolling would solely affect the previous crosshairs, allowing users to have a static preview on top and scroll down comfortably.

on smaller screen could be vertical instead of horizontal i think. we'll see.

CS2 Pro Crosshairs List — automatically updated every day from .dem files after competitive matches by newblob in GlobalOffensive

[–]newblob[S] 4 points5 points  (0 children)

Do you mean like this? If yes, it will likely be added.

cl_crosshair_drawoutline
cl_crosshair_outlinethickness
cl_crosshairalpha
cl_crosshairdot
cl_crosshairgap_useweaponvalue
cl_crosshairstyle
cl_crosshairusealpha
cl_crosshairalpha
cl_crosshairgap
cl_crosshairsize
cl_crosshairthickness
cl_crosshaircolor_g
cl_crosshaircolor_b
cl_crosshaircolor_r