The full notes for this version are its short notes: that was all that was written then.
Display and latency
- Display modes: windowed, borderless fullscreen, exclusive fullscreen (legacy).
- Present modes: no vsync (lowest latency, may tear), vsync, adaptive vsync (only tears when a frame is late; falls back to vsync if the driver doesn't support it).
- Low latency mode (works on every GPU: NVIDIA, AMD, Intel, Apple):
- On (default): at most 1 frame queued on the GPU, so your input never waits behind a deep render queue.
- Ultra: nothing queued, and the frame cap now waits before reading input, so each frame shows the freshest input possible (just-in-time input, the same idea as NVIDIA Reflex).
- F3 now also shows input-to-frame latency (average, minimum, 99th percentile, in 0.1 ms steps): from the moment the game receives a mouse/key event from the OS to the moment the GPU has finished drawing the frame that shows it. Measured with GPU timestamps, so it never stalls the game. Does not include the monitor's own scan-out time.
- F3 shows the server tick rate and your snapshot loss.
- Frame caps 500 and 1000 added.
Controls and HUD
- Scroll wheel switches weapons.
- Team and enemy colors can be set exactly with R/G/B sliders (presets still available; defaults unchanged).
- All text has a 1 px black outline.