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cl_interp number value colors
1
#1
1 Frags +

I know your interp numbers can be white, orange and yellow, but I don't remember exactly what each color means. White is normal/good, orange is packet loss (?) and what is yellow?

Not sure if I have that exactly right, so I'd like to know please.

I know your interp numbers can be white, orange and yellow, but I don't remember exactly what each color means. White is normal/good, orange is packet loss (?) and what is yellow?

Not sure if I have that exactly right, so I'd like to know please.
2
#2
3 Frags +

https://developer.valvesoftware.com/wiki/TF2_Network_Graph

The Source netgraph now includes "lerp" indicator which shows the actual interpolation amount (usually 100 msec unless the server or user is forcing non-default settings). The indicator will turn yellow if the server's framerate (actual framerate on the remote machine) drops below this interval. This can be used to figure out why all of the objects in the world are no longer moving smoothly. In addition, the indicator will turn orange if the user or server has tuned the ConVars such that the interpolation amount is less than 2 / updaterate. This indicates that if there is any packet loss (or possibly choke if the choke is occurring for long periods of time due to large packets being sent over a low bandwidth rate setting) that the player will likely see sluggishness in the game.

https://developer.valvesoftware.com/wiki/TF2_Network_Graph

The Source netgraph now includes "lerp" indicator which shows the actual interpolation amount (usually 100 msec unless the server or user is forcing non-default settings). The indicator will turn yellow if the server's framerate (actual framerate on the remote machine) drops below this interval. This can be used to figure out why all of the objects in the world are no longer moving smoothly. In addition, the indicator will turn orange if the user or server has tuned the ConVars such that the interpolation amount is less than 2 / updaterate. This indicates that if there is any packet loss (or possibly choke if the choke is occurring for long periods of time due to large packets being sent over a low bandwidth rate setting) that the player will likely see sluggishness in the game.
3
#3
0 Frags +

so then white is optimal? alright thanks!

so then white is optimal? alright thanks!
4
#4
1 Frags +

I've heard orange is best for projectiles and white is best for hitscan. The only thing I've heard that is 100% concrete is yellow is always bad. Everything else seems to come with some degree of uncertainty.

I've heard orange is best for projectiles and white is best for hitscan. The only thing I've heard that is 100% concrete is yellow is always bad. Everything else seems to come with some degree of uncertainty.
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