

It is better to get a good internet connection to experience smooth gaming – at least 10 MBS internet speed is required. 😉īad Ping with serious problems and delay! Dota 2 will assign the fastest server to you and in the newer updates you will not even see this screen, but if you play with friends who are far away the server location can really matter and make a difference. The far you will go, the higher it will get. Some players are extremely near to big server centers and can profit from that, in general just make sure you are playing on the best possible option you got: Before finding a match you have to select a Dota 2 server region, the area closest to your country has the lowest ping. To play with a low ping, the server location is playing a tremendous role. The Dota 2 Ping is based on the Server Region and Distance: Low ping is necessary to play and react good, the gaming devices also often need translation time (like the monitor who often needs 2ms – 20ms to print the actions onto your screen).Ī bad ping can lead to a low Dota 2 MMR. Ping is the time between the send out of information from the source to the connector: If you play Dota 2 the timing between these describes how fast the actions are translated on your end device, while zero (0ms) would be 100% live. Ping is completely based on the internet connection of the user, not other factors can affect it. The lower ping you have, the smoother your game will run. Ping is the quality of the internet connection you are using to play Dota 2. If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).What does Ping means and which Ping is normal in Dota 2? Toggles showing which blocks are pending/loaded async. In multiplayer games, don't repeat captions more often than this many seconds.Ĭlose caption delay before showing caption. Searches for soundname which emits specified text.Ĭurrent close caption language (empty = use game UI language) Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)

There is currently no known way to exit this mode without restarting the engine.

When in thirdperson, print viewangles/idealangles/cameraoffsets to the console. When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.Ĭontrols the speed when matching offset to ideal angles in thirdperson viewĪmount of lag used when matching offset to ideal angles in thirdperson view

Write buffered voice attachment data to file. +attack, +jump etc are used for spectator control instead of being passed on to spectated botĭraw a bbox Arguments: minx miny miny maxx maxy maxz īug : Activate the bug reporter.Īutomatically swaps the current weapon for the bug bait and back again. Takes a snapshot of a particular frame in a time demo.īind a key for a particular splitscreen player.īlink specified convar value between two values at the specified duration. Simulate a delay of up to a set msec per file operationĮnable all registered asynchronous tracking convars at onceĪuto_bug : create non-interactive bug report. Set the async filesystem mode (0 = async, 1 = synchronous)įorce async reads to serialize for profiling List all the currently registered anim events. Show the idle, walk, run, and/or sprint activities. 1 = show them for attacks, 2 = show them for tests. Maximum frametime to still play background expressions.ĭisable npc background expressions when you can't see them. If 2, it'll show non-solid entities that would do it if they were solid. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as CommandĮrases current game stats and writes out a blank stats file Help wheel input mode: RS | mouse movement in pixels before a move is treated as a drag mouse movement in pixels before a move is treated as a drag scroll in velocity for a drag scroll velocity for a drag scroll flick in velocity that the mouse must be moving as mouse up time to qualify as a drag scroll velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick in time that the mouse button must be down before a move is treated as a drag time that the mouse button must be down before a move is treated as a drag scroll in for flick velocity off of actual measured for flick velocity off of actual measured internal panorama refcounts for every float representing a scale factor for transitions.
