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Can I Get Some Help With My Cl_ Settings?
posted in Q/A Help
1
#1
0 Frags +

Hello Guys!
I mostly play hitscan classes, I play scout the most
My Cl settings in my autoexect are

cl_interp 0.033
cl_interp_ratio 2

That's all I have, Is there anyway i could improve or add any other cl type commands?
I'm pretty new to these so I dont like to mess around with them. That's why I came here. It would be awesome if some of you could help :)

Hello Guys!
I mostly play hitscan classes, I play scout the most
My Cl settings in my autoexect are

cl_interp 0.033
cl_interp_ratio 2

That's all I have, Is there anyway i could improve or add any other cl type commands?
I'm pretty new to these so I dont like to mess around with them. That's why I came here. It would be awesome if some of you could help :)
2
#2
-11 Frags +

Your time is better spend in SOAP DM.

That being said:
cl_interp 0
cl_interp_ratio 1 or 2
will give you 15 or 30ms lerp.

Your time is better spend in SOAP DM.

That being said:
cl_interp 0
cl_interp_ratio 1 or 2
will give you 15 or 30ms lerp.
3
#3
13 Frags +
limepodYour time is better spend in SOAP DM.

Is that why you sit in DM and bottom frag hours a day?

[quote=limepod]Your time is better spend in SOAP DM.[/quote]
Is that why you sit in DM and bottom frag hours a day?
4
#4
6 Frags +

cl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333
cl_interp_ratio 1.2 // or 2.2

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf

cl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333
cl_interp_ratio 1.2 // or 2.2

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf
5
#5
-1 Frags +

a

a
6
#6
0 Frags +
wareyacl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333
cl_interp_ratio 1.2 // or 2.2

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf

Didn't people used to say not to use smooth? What are the downsides?
Also, does 1.2 and 2.2 still not work on certain servers?

[quote=wareya]cl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333
cl_interp_ratio 1.2 // or 2.2

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf[/quote]

Didn't people used to say not to use smooth? What are the downsides?
Also, does 1.2 and 2.2 still not work on certain servers?
7
#7
1 Frags +

>Didn't people used to say not to use smooth? What are the downsides?

with a low cl_smoothtime the difference between cl_smooth 1 and 0 is nearly nothing

except on glitchy servers having a small amount of PoV smoothing is beneficial on high refresh monitors because of microstutter

cl_smooth doesn't affect latency or timing, it just smooths out forced viewpoint updates from the server. because of input prediction, getting knocked around (i.e. airblasting and rocketjumping) normally causes spontaneous jumps in your final point of view after it finishes running prediction for that frame, but cl_smooth makes that spontaneous jump take a period of time instead of being literally instant. it doesn't come into play anywhere else but bad lag or extremely tiny position adjustments due to precision/framerate differences between server and client
>Also, does 1.2 and 2.2 still not work on certain servers?

As long as servers can restrict cl_updaterate and cl_interp_ratio (which is still the case afaik) you have to specify both

>Didn't people used to say not to use smooth? What are the downsides?

with a low cl_smoothtime the difference between cl_smooth 1 and 0 is nearly nothing

except on glitchy servers having a small amount of PoV smoothing is beneficial on high refresh monitors because of microstutter

cl_smooth doesn't affect latency or timing, it just smooths out forced viewpoint updates from the server. because of input prediction, getting knocked around (i.e. airblasting and rocketjumping) normally causes spontaneous jumps in your final point of view after it finishes running prediction for that frame, but cl_smooth makes that spontaneous jump take a period of time instead of being literally instant. it doesn't come into play anywhere else but bad lag or extremely tiny position adjustments due to precision/framerate differences between server and client
>Also, does 1.2 and 2.2 still not work on certain servers?

As long as servers can restrict cl_updaterate and cl_interp_ratio (which is still the case afaik) you have to specify both
8
#8
0 Frags +
wareyacl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333
cl_interp_ratio 1.2 // or 2.2

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf

Thx for this wareya but what is bandwith and where can i find it?

[quote=wareya]cl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333
cl_interp_ratio 1.2 // or 2.2

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf[/quote]

Thx for this wareya but what is bandwith and where can i find it?
9
#9
0 Frags +
wareyacl_interp_ratio 1.2 // or 2.2

whats the difference between 1.2 and 2.2 do and make?

And also are the net settings you posted more optimal than the usual rates everyone uses?
cl_cmdrate 66
cl_interp 0
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000

[quote=wareya]cl_interp_ratio 1.2 // or 2.2[/quote]
whats the difference between 1.2 and 2.2 do and make?

And also are the net settings you posted more optimal than the usual rates everyone uses?
cl_cmdrate 66
cl_interp 0
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000
10
#10
0 Frags +

they're basically the same but the extra .2 on the ratio keeps glitchy servers from impacting hitreg as much in exchange for like 3ms network latency

you can see the difference by watching the interp on net_graph 1 and seeing whether it's flashing yellow instead of having a fixed orange/white. if it's flashing yellow, that means hitreg will be affected in some situations on that server with the settings that the net graph is displaying

they're basically the same but the extra .2 on the ratio keeps glitchy servers from impacting hitreg as much in exchange for like 3ms network latency

you can see the difference by watching the interp on net_graph 1 and seeing whether it's flashing yellow instead of having a fixed orange/white. if it's flashing yellow, that means hitreg will be affected in some situations on that server with the settings that the net graph is displaying
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