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cl_interp
1
#1
0 Frags +

what should my cl_interp value be if i am playing soldier

what should my cl_interp value be if i am playing soldier
2
#2
0 Frags +

0

0
3
#3
0 Frags +

.0152 <-- minimal interp

.0152 <-- minimal interp
4
#4
Twitch
11 Frags +

420

420
5
#5
0 Frags +

Setting it to 0 lets the server deal with it. But otherwise, 0.0152 for projectiles and 0.033 for hitscan. I use 0.033 for soldier though because when it's set to 0.0152 it's orange and I don't like packet loss obviously.

Setting it to 0 lets the server deal with it. But otherwise, 0.0152 for projectiles and 0.033 for hitscan. I use 0.033 for soldier though because when it's set to 0.0152 it's orange and I don't like packet loss obviously.
6
#6
0 Frags +

What is the actual function of interp? Can someone possibly explain this?

What is the actual function of interp? Can someone possibly explain this?
7
#7
0 Frags +

0 doesn't mean the server deals with it, it means that it's the length of two server messages (by default)
how it works is, the server sets your "real" interp to the largest of cl_interp or cl_interp_ratio*(1/cl_updaterate); if you set cl_interp to 0, then since the default cl_interp_ratio is 2, it will set your real interp to

it happens that cl_interp_ratio 1 on cl_updaterate 66 (which is what people should be using now) turns out to be the same as setting cl_interp 0.0152; but that doesn't help unless you set cl_interp_ratio to 0 as well (it'll be restricted to 1, but they're equal, so it doesn't matter)

setting cl_interp 0 and cl_interp_ratio 1 gives you the lowest possible delay when you fire projectiles without breaking hitscan registration (which would require gay server settings, but whatever)
cl_interp_ratio 2 (same as cl_interp 0.033 for cl_updaterate 66) happens to be better than 1 for hitscan hitreg because of networking jitter; but I digress
tl;dr: cl_interp 0 cl_interp_ratio 1 cl_updaterate 66 cl_cmdrate 66

an aside: the "best" rates would be 66.67ish (200 ticks per 3 seconds, the rate that the TF server runs at), but the default server settings restrict them to 66 max.

EDIT: Interpolation is to ensure smooth animation when the client framerate differs from the server framerate (it will); basically it makes the animation halfway between different messages, and the higher cl_interp is the further apart those messages are (so the smoother it is on modern internet connections); but this delays your gamestate more than lower ones. the smoother the animations, the better your hitreg is, but the more delay there is the less realistic/accurate your game is.
On LAN, cl_interp_ratio 1 and cl_interp_0 is objectively the best.

0 doesn't mean the server deals with it, it means that it's the length of two server messages (by default)
how it works is, the server sets your "real" interp to the largest of cl_interp or cl_interp_ratio*(1/cl_updaterate); if you set cl_interp to 0, then since the default cl_interp_ratio is 2, it will set your real interp to

it happens that cl_interp_ratio 1 on cl_updaterate 66 (which is what people should be using now) turns out to be the same as setting cl_interp 0.0152; but that doesn't help unless you set cl_interp_ratio to 0 as well (it'll be restricted to 1, but they're equal, so it doesn't matter)

setting cl_interp 0 and cl_interp_ratio 1 gives you the lowest possible delay when you fire projectiles without breaking hitscan registration (which would require gay server settings, but whatever)
cl_interp_ratio 2 (same as cl_interp 0.033 for cl_updaterate 66) happens to be better than 1 for hitscan hitreg because of networking jitter; but I digress
tl;dr: cl_interp 0 cl_interp_ratio 1 cl_updaterate 66 cl_cmdrate 66

an aside: the "best" rates would be 66.67ish (200 ticks per 3 seconds, the rate that the TF server runs at), but the default server settings restrict them to 66 max.

EDIT: Interpolation is to ensure smooth animation when the client framerate differs from the server framerate (it will); basically it makes the animation halfway between different messages, and the higher cl_interp is the further apart those messages are (so the smoother it is on modern internet connections); but this delays your gamestate more than lower ones. the smoother the animations, the better your hitreg is, but the more delay there is the less realistic/accurate your game is.
On LAN, cl_interp_ratio 1 and cl_interp_0 is objectively the best.
8
#8
0 Frags +
kirbySetting it to 0 lets the server deal with it. But otherwise, 0.0152 for projectiles and 0.033 for hitscan. I use 0.033 for soldier though because when it's set to 0.0152 it's orange and I don't like packet loss obviously.

im trying to change it , i changed it once and now the lerp is 50 ms, and i tried to change it to 0.033 and 0.0152 and its still staying at 50 ms what do i do

[quote=kirby]Setting it to 0 lets the server deal with it. But otherwise, 0.0152 for projectiles and 0.033 for hitscan. I use 0.033 for soldier though because when it's set to 0.0152 it's orange and I don't like packet loss obviously.[/quote]

im trying to change it , i changed it once and now the lerp is 50 ms, and i tried to change it to 0.033 and 0.0152 and its still staying at 50 ms what do i do
9
#9
0 Frags +

#8: That means that your cl_updaterate is 40, right? Can you verify that? Check cl_interp_ratio too.

#8: That means that your cl_updaterate is 40, right? Can you verify that? Check cl_interp_ratio too.
10
#10
0 Frags +

i think its 50, cl_interp ratio is 2, but the cl _interp ratio is set to 1 on the server im on right now

i think its 50, cl_interp ratio is 2, but the cl _interp ratio is set to 1 on the server im on right now
11
#11
0 Frags +

if the server's cl_interp_ratio limit is really 1, then I think that means your updaterate has to be 20. Ouch.

if the server's cl_interp_ratio limit is really 1, then I think that means your updaterate has to be 20. Ouch.
12
#12
-1 Frags +

Varies per computer. If you use net_graph and you see lerp in orange or yellow meaning loss it is probly too low. This depends on your cl_updaterate which can dramatically either A. keep you at the most minimal .02 / .015 or B. show you the server just won't have it in which you go to a higher value. The ratio if i remember right is cl_interp, cl_interp_ratio / updaterate.

Varies per computer. If you use net_graph and you see lerp in orange or yellow meaning loss it is probly too low. This depends on your cl_updaterate which can dramatically either A. keep you at the most minimal .02 / .015 or B. show you the server just won't have it in which you go to a higher value. The ratio if i remember right is cl_interp, cl_interp_ratio / updaterate.
13
#13
0 Frags +

it's the larger of cl_interp vs cl_interp_ratio/cl_updaterate

it's the larger of cl_interp vs cl_interp_ratio/cl_updaterate
14
#14
0 Frags +

k so can someone tell me what my values have to be for projectiles

k so can someone tell me what my values have to be for projectiles
15
#15
1 Frags +

cl_updaterate 66
cl_cmdrate 66
cl_interp 0.015
cl_interp_ratio 1

cl_updaterate 66
cl_cmdrate 66
cl_interp 0.015
cl_interp_ratio 1
16
#16
0 Frags +

thank you

thank you
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