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About cl_interp and hit registeration
1
#1
4 Frags +

Does interp really affect registration all that much? if it does, is there a preferable setting for each and every class?

Does interp really affect registration all that much? if it does, is there a preferable setting for each and every class?
2
#2
70 Frags +

Seeking b||oodsire -AA- for assistance

Seeking b||oodsire -AA- for assistance
3
#3
5 Frags +
nyais there a preferable setting for each and every class?

The most common settings are cl_interp 0.033 for hitscan classes and 0.0152 for projectile. I'm not so sure about hit registration though, someone else will have to tell you that.

[quote=nya]is there a preferable setting for each and every class?[/quote]

The most common settings are cl_interp 0.033 for hitscan classes and 0.0152 for projectile. I'm not so sure about hit registration though, someone else will have to tell you that.
4
#4
32 Frags +

hitscan: cl_interp .033
Projectile: cl_interp .0152
Medic: same as Projectile
sniper: .0314159265359 (edited in the 0 before 3)

Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).

hitscan: cl_interp .033
Projectile: cl_interp .0152
Medic: same as Projectile
sniper: .0314159265359 (edited in the 0 before 3)


Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).
5
#5
-2 Frags +

Just going to chime in and say before someone says otherwise:
No. cl_interp 0 and cl_interp_ratio 1 is not optimal for hitreg in TF2. TF2 has extrapolation disabled. CS does not have extrapolation disabled. This is why you can get away with cl_interp 0;cl_interp_ratio 1 in CS. You can not get away with this in TF2. It causes animation microstuttering, and the server doesn't know that it's happening, so it can't compensate for it.

Just going to chime in and say before someone says otherwise:
No. cl_interp 0 and cl_interp_ratio 1 is not optimal for hitreg in TF2. TF2 has extrapolation disabled. CS does not have extrapolation disabled. This is why you can get away with cl_interp 0;cl_interp_ratio 1 in CS. You can not get away with this in TF2. It causes animation microstuttering, and the server doesn't know that it's happening, so it can't compensate for it.
6
#6
37 Frags +
BLoodSirehitscan: cl_interp .033
Projectile: cl_interp .0152 or 0
Medic: same as Projectile
sniper: .314159265359

Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).

Are you serious about that sniper interp? :(

[quote=BLoodSire]hitscan: cl_interp .033
Projectile: cl_interp .0152 or 0
Medic: same as Projectile
sniper: .314159265359


Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).[/quote]
Are you serious about that sniper interp? :(
7
#7
-4 Frags +
BLoodSirehitscan: cl_interp .033
Projectile: cl_interp .0152 or 0
Medic: same as Projectile
sniper: .314159265359

Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).

I thought hitscan was .0303? Also don't some servers have cmdrate at 67 so your lerp can go down to 14ms with cl_interp 0

[quote=BLoodSire]hitscan: cl_interp .033
Projectile: cl_interp .0152 or 0
Medic: same as Projectile
sniper: .314159265359


Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).[/quote]
I thought hitscan was .0303? Also don't some servers have cmdrate at 67 so your lerp can go down to 14ms with cl_interp 0
8
#8
17 Frags +
cookieBLoodSirehitscan: cl_interp .033
Projectile: cl_interp .0152 or 0
Medic: same as Projectile
sniper: .314159265359

Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).
Are you serious about that sniper interp? :(

It's pi. Well, pi shifted over a decimal place.

[quote=cookie][quote=BLoodSire]hitscan: cl_interp .033
Projectile: cl_interp .0152 or 0
Medic: same as Projectile
sniper: .314159265359


Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).[/quote]
Are you serious about that sniper interp? :([/quote]
It's pi. Well, pi shifted over a decimal place.
9
#9
18 Frags +

oops that just made me realize i was supposed to shift it over 2

oops that just made me realize i was supposed to shift it over 2
10
#10
6 Frags +

I usually refer to this post if you want more in-depth answers.

http://teamfortress.tv/forum/thread/11394-interp-lerp-other-stuff#post-8

Make sure to remember what wareya said, I'm pretty sure he's right from my personal experience.

I usually refer to this post if you want more in-depth answers.

http://teamfortress.tv/forum/thread/11394-interp-lerp-other-stuff#post-8

Make sure to remember what wareya said, I'm pretty sure he's right from my personal experience.
11
#11
4 Frags +

I've used a bunch of different interp settings, and currently I use 0 for everything.

I used to use .033 and .0152 and integrated them into my crosshair switcher so I always had the appropriate interp for the weapon that I was holding. After I made the interp toggle script public and Valve blocked changing interps while spawned, I went back to using 0 for projectile, and .033 for hitscan.

At first I was confused, because my Soldier shotgun was so much better than my Scout shotgun. I tried out several different settings that were supposed to make hitscan more accurate, but I got even worse results. Eventually I said "fuck it" and set everything to 0. Since I changed everything I have had almost no issues with hit detection at all. I get better hitreg with 0 for both projectile and hitscan than I ever did with any of the other settings.

This could be just me though. I have weird internet.

I've used a bunch of different interp settings, and currently I use 0 for everything.

I used to use .033 and .0152 and integrated them into my crosshair switcher so I always had the appropriate interp for the weapon that I was holding. After I made the interp toggle script public and Valve blocked changing interps while spawned, I went back to using 0 for projectile, and .033 for hitscan.

At first I was confused, because my Soldier shotgun was so much better than my Scout shotgun. I tried out several different settings that were supposed to make hitscan more accurate, but I got even worse results. Eventually I said "fuck it" and set everything to 0. Since I changed everything I have had almost no issues with hit detection at all. I get better hitreg with 0 for both projectile and hitscan than I ever did with any of the other settings.

This could be just me though. I have weird internet.
12
#12
-4 Frags +

0.001479

0.001479
13
#13
-4 Frags +
cookieBLoodSirehitscan: cl_interp .033
Projectile: cl_interp .0152 or 0
Medic: same as Projectile
sniper: .314159265359

Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).
Are you serious about that sniper interp? :(

It's pi man come on

[quote=cookie][quote=BLoodSire]hitscan: cl_interp .033
Projectile: cl_interp .0152 or 0
Medic: same as Projectile
sniper: .314159265359


Also note that the lower the interp is, the quicker you will see projectiles. That is a crude way of saying it, but useful, as you may wish to play with 0 interp on scout, for instance, in order to dodge better (maybe).[/quote]
Are you serious about that sniper interp? :([/quote]

It's pi man come on
14
#14
9 Frags +

sniper: .0314159265359 That just made my day

sniper: .0314159265359 That just made my day
15
#15
-5 Frags +

Projectile: Set to 0.0152/cl_interp_ratio 1, open net_graph 4, and slightly bump it up by around 0.001 until your lerp is a stable orange colour and not flashing to yellow every few seconds.

Hitscan: A lot say 0.033, but I have it as 0.0303/cl_interp_ratio 2 as default. Hitscan interp is annoying, and a I find my shots rego differently on different servers, and because of that I fiddle around with it a lot.

Sniper: I have this set to 0.1, and I know a few others that use 0.1 as well. Just find this to rego the most, possibly because it's always been at 0.1 for me.

Spy: Also at 0.1, use to it.

Projectile: Set to 0.0152/cl_interp_ratio 1, open net_graph 4, and slightly bump it up by around 0.001 until your lerp is a stable orange colour and not flashing to yellow every few seconds.

Hitscan: A lot say 0.033, but I have it as 0.0303/cl_interp_ratio 2 as default. Hitscan interp is annoying, and a I find my shots rego differently on different servers, and because of that I fiddle around with it a lot.

Sniper: I have this set to 0.1, and I know a few others that use 0.1 as well. Just find this to rego the most, possibly because it's always been at 0.1 for me.

Spy: Also at 0.1, use to it.
16
#16
5 Frags +
EdgeProjectile: Set to 0.0152/cl_interp_ratio 1, open net_graph 4, and slightly bump it up by around 0.001 until your lerp is a stable orange colour and not flashing to yellow every few seconds.

Hitscan: A lot say 0.033, but I have it as 0.0303/cl_interp_ratio 2 as default. Hitscan interp is annoying, and a I find my shots rego differently on different servers, and because of that I fiddle around with it a lot.

Sniper: I have this set to 0.1, and I know a few others that use 0.1 as well. Just find this to rego the most, possibly because it's always been at 0.1 for me.

Spy: Also at 0.1, use to it.

please define rego

[quote=Edge]Projectile: Set to 0.0152/cl_interp_ratio 1, open net_graph 4, and slightly bump it up by around 0.001 until your lerp is a stable orange colour and not flashing to yellow every few seconds.

Hitscan: A lot say 0.033, but I have it as 0.0303/cl_interp_ratio 2 as default. Hitscan interp is annoying, and a I find my shots rego differently on different servers, and because of that I fiddle around with it a lot.

Sniper: I have this set to 0.1, and I know a few others that use 0.1 as well. Just find this to rego the most, possibly because it's always been at 0.1 for me.

Spy: Also at 0.1, use to it.[/quote]
please define rego
17
#17
0 Frags +
Alfieplease define rego

When I play scout and click M1 with my crosshair in the middle of a moving enemy, I find that it constantly doesn't register a hit or the damage inflicted is significantly lower to what I know the shot would deal at that range on other servers. Increasing my interp from 0.0303 to a higher variable, while playing on that server, remediates this problem for me.

[quote=Alfie]
please define rego[/quote]

When I play scout and click M1 with my crosshair in the middle of a [u]moving[/u] enemy, I find that it constantly doesn't register a hit or the damage inflicted is significantly lower to what I know the shot would deal at that range on other servers. Increasing my interp from 0.0303 to a higher variable, while playing on that server, remediates this problem for me.
18
#18
1 Frags +

thx guys

thx guys
19
#19
5 Frags +

#1
Yes.
The general consensus is cl_interp 0 + cl_interp_ratio 1 or cl_interp_ratio 0 and cl_interp 0.01515151515151515 (both do the same) for projectiles. If your connection is perfect use the same for hitscan, otherwise use cl_interp 0.0303030303/cl_interp_ratio 2. If your connection is shit ... well you're fucked, try ratio 3-5 though.

#10
You have summoned me?

#5
The default setting for cl_extrapolate is 1. It's flagged as a cheat so you can't even manually disable it.

#1
Yes.
The general consensus is cl_interp 0 + cl_interp_ratio 1 or cl_interp_ratio 0 and cl_interp 0.01515151515151515 (both do the same) for projectiles. If your connection is perfect use the same for hitscan, otherwise use cl_interp 0.0303030303/cl_interp_ratio 2. If your connection is shit ... well you're fucked, try ratio 3-5 though.

#10
You have summoned me?

#5
The default setting for cl_extrapolate is 1. It's flagged as a cheat so you can't even manually disable it.
20
#20
5 Frags +
SetsulThe default setting for cl_extrapolate is 1. It's flagged as a cheat so you can't even manually disable it.

cl_extrapolate_amount is also set to zero seconds. And flagged as a cheat. Which means that extrapolation doesn't do anything in TF2.
I just realized how incredibly autistic the joke I was trying to go for is and how it's not funny and nobody is going to get that I was trying to do idiot humor.
Okay, so extrapolation is enabled right now. And it's set to work for long enough that it actually does something instead of not doing something. The problem is, extrapolation sucks. Especially in a game with animations that accelerate as much as TF2. This is why:

https://dl.dropboxusercontent.com/u/1811521/ext.png

When you set interp to exactly the time between messages, you're going to get messages where extrapolation applies instead of interpolation, and it's going to be about every other message that it happens to. So if you have something that's accelerating extremely tightly, like, I don't know, a double jumping scout, or someone's legs, this is going to happen. TF2's animations just plain aren't synced on a regular enough basis for extrapolation to do a good job for how much acceleration they have. If you don't believe me, go watch a frag video where someone recorded slowmo POV footage with cl_interp_ratio 1. That's what this looks like.

SetsulIf your connection is perfect use the same for hitscan

No... Never use that for hitscan. Not even if your connection is "perfect". Because your connection is not going to be "perfect" enough, unless you're play a listen server, not even LAN, which is exceptionally rare. Networking jitter means that every other message from the server is going to come at a slightly random time, even if you're not going through an ISP, just a router or a switch instead. Period.So if your interp is only the time between messages, you're going to get messages that are too far apart to interpolate between, and TF2 really truly honestly does not benefit from extrapolation as effectively as CS, so your animations are going to break in the way that I described in the first place if you do this. At the very least you could increase the interp by like 1 ms so that it works on LAN, where router latencies are almost always under a millisecond.

[quote=Setsul]
The default setting for cl_extrapolate is 1. It's flagged as a cheat so you can't even manually disable it.[/quote]
[s]cl_extrapolate_amount is also set to zero seconds. And flagged as a cheat. Which means that extrapolation [i]doesn't do anything[/i] in TF2.[/s]
I just realized how incredibly autistic the joke I was trying to go for is and how it's not funny and nobody is going to get that I was trying to do idiot humor.
Okay, so extrapolation is enabled right now. And it's set to work for long enough that it actually does something instead of not doing something. The problem is, extrapolation sucks. Especially in a game with animations that accelerate as much as TF2. This is why:
[img]https://dl.dropboxusercontent.com/u/1811521/ext.png[/img]
When you set interp to exactly the time between messages, you're going to get messages where extrapolation applies instead of interpolation, and it's going to be about every other message that it happens to. So if you have something that's accelerating extremely tightly, like, I don't know, a double jumping scout, or someone's legs, this is going to happen. TF2's animations just plain aren't synced on a regular enough basis for extrapolation to do a good job for how much acceleration they have. If you don't believe me, go watch a frag video where someone recorded slowmo POV footage with cl_interp_ratio 1. That's what this looks like.
[quote=Setsul]If your connection is perfect use the same for hitscan[/quote]
No... Never use that for hitscan. Not even if your connection is "perfect". Because your connection is not going to be "perfect" enough, unless you're play a listen server, not even LAN, which is exceptionally rare. Networking jitter means that every other message from the server is going to come at a slightly random time, even if you're not going through an ISP, just a router or a switch instead. [b]Period[/b].So if your interp is only the time between messages, you're going to get messages that are too far apart to interpolate between, and TF2 really truly honestly does not benefit from extrapolation as effectively as CS, so your animations [b]are going to break[/b] in the way that I described in the first place if you do this. At the very least you could increase the interp by like 1 ms so that it works on LAN, where router latencies are almost always under a millisecond.
21
#21
7 Frags +

Slightly delayed counter picture!

http://i.imgur.com/ZFFKJv6.png

Do you see any extrapolation?

Minimal ping jitter won't have any effect at all because TF2 uses ~66.67 tick/s = 15ms/tick, not 15.2ms.

What happens compared to your precious cl_interp_ratio 1.2 setting? 66 rates and 1.2 ratio = 18.2ms vs 15.2ms interp at ratio 1. So above 3ms ping jitter both will behave the same.

Let's look at the worst case: 3ms ping jitter, which is nowhere near perfect so why would you use settings for a "perfect" connection anyway? Let's say you are standing in front of a scout. He is moving to the left at full speed. Extrapolation failed really hard and moved him to the right at full speed. The next frame started rendering just before the packet arrived so you're getting the full 3ms of extrapolation. That scout is now 2*400hu/s*0.003s=2.4 Hammer units away from the position he is at serverside. On your average 1080p 24" monitor that's about 5mm=1/5in. OH MY GOD.

Slightly delayed counter picture!

[IMG]http://i.imgur.com/ZFFKJv6.png[/IMG]

Do you see any extrapolation?



Minimal ping jitter won't have any effect at all because TF2 uses ~66.67 tick/s = 15ms/tick, not 15.2ms.

What happens compared to your precious cl_interp_ratio 1.2 setting? 66 rates and 1.2 ratio = 18.2ms vs 15.2ms interp at ratio 1. So above 3ms ping jitter both will behave the same.

Let's look at the worst case: 3ms ping jitter, which is nowhere near perfect so why would you use settings for a "perfect" connection anyway? Let's say you are standing in front of a scout. He is moving to the left at full speed. Extrapolation failed really hard and moved him to the right at full speed. The next frame started rendering just before the packet arrived so you're getting the full 3ms of extrapolation. That scout is now 2*400hu/s*0.003s=2.4 Hammer units away from the position he is at serverside. On your average 1080p 24" monitor that's about 5mm=1/5in. OH MY GOD.
22
#22
6 Frags +

...so... wareya what do you recommend you set everything to for projectile and/or hitscan? I'm talking interp, interp ratio, etc.

...so... wareya what do you recommend you set everything to for projectile and/or hitscan? I'm talking interp, interp ratio, etc.
23
#23
8 Frags +

i dno but someone tell me when someone wins this nerd fight so i can figure out what setting i should use, not that i have any problems with hit reg or anything now

i dno but someone tell me when someone wins this nerd fight so i can figure out what setting i should use, not that i have any problems with hit reg or anything now
24
#24
7 Frags +
MR_SLIN...so... wareya what do you recommend you set everything to for projectile and/or hitscan? I'm talking interp, interp ratio, etc.
// Harshest timing oriented interp settings -- uncomment only the one appropriate for you
//alias net_harsh "cl_interp 0.0152; cl_interp_ratio 1" // for updaterate 66
//alias net_harsh "cl_interp 0.025 ; cl_interp_ratio 1" // for updaterate 40
// You should use this for projectiles, the flamethrower, and feigning. Whenever you don't need hitreg at all. Or if you like all the classical competitive standards, and never had any problem with them.
// On LAN, this setting is king. I think. Someone smart give me feedback after trying it and the below "harsh2" one.

// Alternative "harsh" , recommended if you experience rockets teleporting through strafing scouts or use a 120hz monitor
//alias net_harsh2 "cl_interp 0.0182; cl_interp_ratio 1.2" // for updaterate 66
//alias net_harsh2 "cl_interp 0.03  ; cl_interp_ratio 1.2" // for updaterate 40
// Use this instead of the above if you experience rockets "warping" through strafing scouts, microstuttering animations, or other unpleasant jitter when using the above (particular with a >66hz monitor)

// Normal settings
//alias net_normal "cl_interp 0.033; cl_interp_ratio 2" // for updaterate 66
//alias net_normal "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 40
// Use this in most cases, or if you don't know what else to pick.

// "Soft" settings (hitreg oriented)
//alias net_soft "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 66
//alias net_soft "cl_interp 0.055; cl_interp_ratio 2" // for updaterate 40
// This is the safest (relative to the default) "comp" setting. If you're experiencing trouble, use this. If you still have trouble, go back to defaults.
// Use this on things that "can not" miss or are especially susceptible to "shitreg" for you, meaning sniper rifles and (for me) scout weapons.

// Default interp settings
//alias net_default "cl_interp 0.1; cl_interp_ratio 2"

// Etc settings -- take care //
cl_lagcompensation 1 // DO NOT EVER CHANGE THIS NO MATTER WHAT ANYONE EVER SAYS EVER
cl_pred_optimize 2   // DO NOT EVER CHANGE THIS
cl_smooth 0          // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
cl_smoothtime 0.01   // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around

// Default smooth settings, in case you need them
//cl_smooth 1
//cl_smoothtime 0.1

@ Setsul:
First,
you... are playing on an extremely local server. With nothing going on. 3ms jitter is not normal. I mean, I could go join a server I get low jitter with right now, but you don't always get to choose, like if you play a match on a server in dallas or something and you live on the east coast, you really gotta set yourself up for a typical case instead of a good one.

Second,
I just ran some tests, and that bar doesn't seem to accurately display micro-extrapolation. What I mean is that it seems like it starts spiking when it doesn't have a sample to interpolate *from*, rather than *to*, so if framerate and msgrate are out of sync it wouldn't show the problem. This seems like a bug, but a very reasonable one anyway. The only reason I'm saying this is because I was getting yellow-flashing lerp (means that extrapolation absolutely Happened that frame) but I wasn't getting spikes. Very strange. Please correct me if I'm wrong.

Third,
I really don't understand what you mean with the 66 vs 66.666.... stuff. That shouldn't affect this. You're only getting 66 commands per second, not 66.666.... and interpolating as if you're getting 66. There are 1/66ths of a second between messages, before jitter and choke. If you add jitter onto that rate, you're going to get adjecant pairs of messages with more than 1/66th second time between them, which (with ratio 1) will cause extrapolation when the interp state passes the former message.

Fourth,
1/5th of an inch is actually a really big deal when you're talking about TF2's stupid missized hitboxes. You're also severely underestimating how severe the acceleration is on some things in TF2 (like double jumps where it's instant). I've experienced myself when I'd get a jitter spike and a scout would start stuttering while they're double jumping around, and the only way I can hit them is aiming straight at the center of their chest. Forget every single one of their limbs, they're insane and totally incorrect at that point. Unless I increase my interp just a little and then my gamestate is in line with the server while these weird things are happening significantly more often.

I recently moved from 60hz to a 75hz monitor and (because my config was a messed up older version of itself thanks to data loss) I was getting microstuttering on things with fast animations like legs, this thread reminded me that I needed to fix my config and oh my god I didn't know I was actually this good at TF2 and I didn't know it could animate so smoothly either.

EDIT: On the extrapolation note, I finally remembered what things made me think it was disabled in TF2. The valve developer wiki lists it as totally disabled for some reason. Also, it didn't seem to work on rockets when I tested it, which I did, a while ago. You seem fairly intelligent, so if you know anything about how rockets work that I don't I'd be glad to hear it.

On a side note much more in line with what OP was asking: Yes, interp affects hitreg. As a general rule of thumb, the higher it is, the better your hitreg will be, but the worse other aspects of the game will be, like timing.

[quote=MR_SLIN]...so... wareya what do you recommend you set everything to for projectile and/or hitscan? I'm talking interp, interp ratio, etc.[/quote]
[code]// Harshest timing oriented interp settings -- uncomment only the one appropriate for you
//alias net_harsh "cl_interp 0.0152; cl_interp_ratio 1" // for updaterate 66
//alias net_harsh "cl_interp 0.025 ; cl_interp_ratio 1" // for updaterate 40
// You should use this for projectiles, the flamethrower, and feigning. Whenever you don't need hitreg at all. Or if you like all the classical competitive standards, and never had any problem with them.
// On LAN, this setting is king. I think. Someone smart give me feedback after trying it and the below "harsh2" one.

// Alternative "harsh" , recommended if you experience rockets teleporting through strafing scouts or use a 120hz monitor
//alias net_harsh2 "cl_interp 0.0182; cl_interp_ratio 1.2" // for updaterate 66
//alias net_harsh2 "cl_interp 0.03 ; cl_interp_ratio 1.2" // for updaterate 40
// Use this instead of the above if you experience rockets "warping" through strafing scouts, microstuttering animations, or other unpleasant jitter when using the above (particular with a >66hz monitor)

// Normal settings
//alias net_normal "cl_interp 0.033; cl_interp_ratio 2" // for updaterate 66
//alias net_normal "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 40
// Use this in most cases, or if you don't know what else to pick.

// "Soft" settings (hitreg oriented)
//alias net_soft "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 66
//alias net_soft "cl_interp 0.055; cl_interp_ratio 2" // for updaterate 40
// This is the safest (relative to the default) "comp" setting. If you're experiencing trouble, use this. If you still have trouble, go back to defaults.
// Use this on things that "can not" miss or are especially susceptible to "shitreg" for you, meaning sniper rifles and (for me) scout weapons.

// Default interp settings
//alias net_default "cl_interp 0.1; cl_interp_ratio 2"

// Etc settings -- take care //
cl_lagcompensation 1 // DO NOT EVER CHANGE THIS NO MATTER WHAT ANYONE EVER SAYS EVER
cl_pred_optimize 2 // DO NOT EVER CHANGE THIS
cl_smooth 0 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
cl_smoothtime 0.01 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around

// Default smooth settings, in case you need them
//cl_smooth 1
//cl_smoothtime 0.1[/code]

[b]@ Setsul:[/b]
First,
you... are playing on an extremely local server. With nothing going on. 3ms jitter is not normal. I mean, I could go join a server I get low jitter with right now, but you don't always get to choose, like if you play a match on a server in dallas or something and you live on the east coast, you really gotta set yourself up for a typical case instead of a good one.

Second,
I just ran some tests, and that bar doesn't seem to accurately display micro-extrapolation. What I mean is that it seems like it starts spiking when it doesn't have a sample to interpolate *from*, rather than *to*, so if framerate and msgrate are out of sync it wouldn't show the problem. This seems like a bug, but a very reasonable one anyway. The only reason I'm saying this is because I was getting yellow-flashing lerp (means that extrapolation absolutely Happened that frame) but I wasn't getting spikes. Very strange. Please correct me if I'm wrong.

Third,
I really don't understand what you mean with the 66 vs 66.666.... stuff. That shouldn't affect this. You're only getting 66 commands per second, not 66.666.... and interpolating as if you're getting 66. There are 1/66ths of a second between messages, before jitter and choke. If you add jitter onto that rate, you're going to get adjecant pairs of messages with more than 1/66th second time between them, which (with ratio 1) will cause extrapolation when the interp state passes the former message.

Fourth,
1/5th of an inch is actually a really big deal when you're talking about TF2's stupid missized hitboxes. You're also severely underestimating how severe the acceleration is on some things in TF2 (like double jumps where it's instant). I've experienced myself when I'd get a jitter spike and a scout would start stuttering while they're double jumping around, and the only way I can hit them is aiming straight at the center of their chest. Forget every single one of their limbs, they're insane and totally incorrect at that point. Unless I increase my interp just a little and then my gamestate is in line with the server while these weird things are happening significantly more often.

I recently moved from 60hz to a 75hz monitor and (because my config was a messed up older version of itself thanks to data loss) I was getting microstuttering on things with fast animations like legs, this thread reminded me that I needed to fix my config and oh my god I didn't know I was actually this good at TF2 and I didn't know it could animate so smoothly either.

EDIT: On the extrapolation note, I finally remembered what things made me think it was disabled in TF2. The valve developer wiki lists it as totally disabled for some reason. Also, it didn't seem to work on rockets when I tested it, which I did, a while ago. You seem fairly intelligent, so if you know anything about how rockets work that I don't I'd be glad to hear it.


On a side note much more in line with what OP was asking: Yes, interp affects hitreg. As a general rule of thumb, the higher it is, the better your hitreg will be, but the worse other aspects of the game will be, like timing.
25
#25
1 Frags +

much appreciated. can you explain why you would use alternative harsh settings when using a monitor with >66hz? is it just too jittery on the harshest settings?

also as far as usage goes, should users shoot for harsh and the go softer if experiencing issues? should I be using harsh settings on hitscan if I feel that I can get away with them?

much appreciated. can you explain why you would use alternative harsh settings when using a monitor with >66hz? is it just too jittery on the harshest settings?

also as far as usage goes, should users shoot for harsh and the go softer if experiencing issues? should I be using harsh settings on hitscan if I feel that I can get away with them?
26
#26
2 Frags +

Can someone tell me why my lerp is so low for literally any server I go to? From ESEA to Skial pub servers I get this lerp at cl_interp 0.001479 with cl_interp_ratio 1.

http://puu.sh/5ipdy

Can someone tell me why my lerp is so low for literally any server I go to? From ESEA to Skial pub servers I get this lerp at cl_interp 0.001479 with cl_interp_ratio 1.

[img]http://puu.sh/5ipdy[/img]
27
#27
3 Frags +

Interp represents lerp's seconds in interp_ratio 1. As in, cl_interp 1 would have 1000 ms lerp, or 1 second. 0.001479 interp, therefore, translates to 1.479 ms lerp (rounded to 1.5 on net_graph).

I think you want to remove one of those zeros.

Interp represents lerp's seconds in interp_ratio 1. As in, cl_interp 1 would have 1000 ms lerp, or 1 second. 0.001479 interp, therefore, translates to 1.479 ms lerp (rounded to 1.5 on net_graph).

I think you want to remove one of those zeros.
28
#28
0 Frags +

I'm actually surprised you were able to get that, some servers have a set interp that can only go so low.

I'm actually surprised you were able to get that, some servers have a set interp that can only go so low.
29
#29
1 Frags +
hookyInterp represents lerp's seconds in interp_ratio 1. As in, cl_interp 1 would have 1000 ms lerp, or 1 second. 0.001479 interp, therefore, translates to 1.479 ms lerp (rounded to 1.5 on net_graph).

I think you want to remove one of those zeros.

Im not really trying to change it im just curious as to why its so low because ive heard the limit is 0.0125

Also, my interp doesnt auto set itself in my autoexec, any idea why?

-Mike-I'm actually surprised you were able to get that, some servers have a set interp that can only go so low.

Im really curious because it is like this on EVERY server, including all th ones with 0.0125 interp limits. I have no clue why.

[quote=hooky]Interp represents lerp's seconds in interp_ratio 1. As in, cl_interp 1 would have 1000 ms lerp, or 1 second. 0.001479 interp, therefore, translates to 1.479 ms lerp (rounded to 1.5 on net_graph).

I think you want to remove one of those zeros.[/quote]

Im not really trying to change it im just curious as to why its so low because ive heard the limit is 0.0125

Also, my interp doesnt auto set itself in my autoexec, any idea why?

[quote=-Mike-]I'm actually surprised you were able to get that, some servers have a set interp that can only go so low.[/quote]

Im really curious because it is like this on EVERY server, including all th ones with 0.0125 interp limits. I have no clue why.
30
#30
1 Frags +
MR_SLINmuch appreciated. can you explain why you would use alternative harsh settings when using a monitor with >66hz? is it just too jittery on the harshest settings?

That's my understanding. The most harsh interp in that list can cause animation microstuttering because of extrapolation.

MR_SLINalso as far as usage goes, should users shoot for harsh and the go softer if experiencing issues? should I be using harsh settings on hitscan if I feel that I can get away with them?

Yes.

@Deep: It's because lerp is calculated on the client side and it checks for extrapolation with that. This actually causes lag compensation errors in some source engine games because the actual animation interp goes way lower than the server thinks it is. You want to remove them zeroes.

[quote=MR_SLIN]much appreciated. can you explain why you would use alternative harsh settings when using a monitor with >66hz? is it just too jittery on the harshest settings?[/quote]
That's my understanding. The most harsh interp in that list can cause animation microstuttering because of extrapolation.
[quote=MR_SLIN]also as far as usage goes, should users shoot for harsh and the go softer if experiencing issues? should I be using harsh settings on hitscan if I feel that I can get away with them?[/quote]
Yes.

@Deep: It's because lerp is calculated on the client side and it checks for extrapolation with that. This actually causes lag compensation errors in some source engine games because the actual animation interp goes way lower than the server thinks it is. You want to remove them zeroes.
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