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What interp is the best?
31
#31
2 Frags +

How do you turn off sparks?

How do you turn off sparks?
32
#32
0 Frags +

Do you mean tracers or impact sparks?
For the former you have to use viewmodel_fov 0, but it disables flames, medigun beam (?), and needles too.

Do you mean tracers or impact sparks?
For the former you have to use viewmodel_fov 0, but it disables flames, medigun beam (?), and needles too.
33
#33
0 Frags +

thanks for the info, ukm. someone had told me that it's not a big deal with whichever you choose for hitscan and i guess it made sense.

and ya, viewmodel_fov 0 turns off healbeam

thanks for the info, ukm. someone had told me that it's not a big deal with whichever you choose for hitscan and i guess it made sense.

and ya, viewmodel_fov 0 turns off healbeam
34
#34
1 Frags +

--

--
35
#35
0 Frags +

I use either 0 for projectiles, or this crazy decimal which is probably different for everyone for hitscan (0.0198019789531826990319091). The way I got to this weird-ass value is by getting the lowest interp value that net_graph doesn't bitch at me for (lerp value stays white) consistently. Not exactly sure that that means optimal, but it works well.

I use either 0 for projectiles, or this crazy decimal which is probably different for everyone for hitscan (0.0198019789531826990319091). The way I got to this weird-ass value is by getting the lowest interp value that net_graph doesn't bitch at me for (lerp value stays white) consistently. Not exactly sure that that means optimal, but it works well.
36
#36
0 Frags +

Even though this is a thread about interp I'm just gonna ask here instead of making a new thread since it's about net settings too.

What do you guys think about cl_smooth? Because I recently enabled it and I have to say I haven't really noticed a difference. If I'm not mistaken it corrects predictions errors caused by lag and will then use a server side prediction right?

Even though this is a thread about interp I'm just gonna ask here instead of making a new thread since it's about net settings too.

What do you guys think about cl_smooth? Because I recently enabled it and I have to say I haven't really noticed a difference. If I'm not mistaken it corrects predictions errors caused by lag and will then use a server side prediction right?
37
#37
4 Frags +

It's like when you rocketjump or get knocked around it makes you slide to the "real" spot from the error predicted spot, instead of instantly going there

It's like when you rocketjump or get knocked around it makes you slide to the "real" spot from the error predicted spot, instead of instantly going there
38
#38
0 Frags +

I've played with cl_interp 0 constantly forever since I haven't bothered with fixing my class configs, and I played like 4 months with default net settings because I forgot to uncomment the net settigs part of Chris' config. How much do these settings, and the changes between them, affect my gameplay? Like I play scout and I haven't really had problems with hit reg ever, but could it be better?

I've played with cl_interp 0 constantly forever since I haven't bothered with fixing my class configs, and I played like 4 months with default net settings because I forgot to uncomment the net settigs part of Chris' config. How much do these settings, and the changes between them, affect my gameplay? Like I play scout and I haven't really had problems with hit reg ever, but could it be better?
39
#39
0 Frags +

what about interp for demoman grenady and sticky? which is the optimal ones to use?
if i get 40-60 ping as average

what about interp for demoman grenady and sticky? which is the optimal ones to use?
if i get 40-60 ping as average
40
#40
9 Frags +

interp has literally nothing to do with your ping

higher interp will give you consistently more accurate player positions (and therefore better reg if you're actually aiming at the models on your screen) at the cost of delayed projectiles and a slight delay in seeing enemies when they peek a corner at you (however you have an advantage when peeking against other people as there's a slight delay before seeing you - this is why playing against high ping/interp snipers sucks dick)

lower interp means slightly less delay when being peeked and less-delayed projectiles, however player positions will be less accurate if you drop packets (even a single packet, if you're playing at an interp of 1/cl_updaterate)

generally speaking the only advantage of lower interp that matters is the lower projectile delay which is why soldiers and demos will typically use 1/updaterate and everything hitscan uses 2/updaterate (medic i'd personally use 1/updaterate because of the peeking thing and because hitreg doesnt matter - its pretty negligible in this case though)

interp has literally nothing to do with your ping

higher interp will give you consistently more accurate player positions (and therefore better reg if you're actually aiming at the models on your screen) at the cost of delayed projectiles and a slight delay in seeing enemies when they peek a corner at you (however you have an advantage when peeking against other people as there's a slight delay before seeing you - this is why playing against high ping/interp snipers sucks dick)

lower interp means slightly less delay when being peeked and less-delayed projectiles, however player positions will be less accurate if you drop packets (even a single packet, if you're playing at an interp of 1/cl_updaterate)

generally speaking the only advantage of lower interp that matters is the lower projectile delay which is why soldiers and demos will typically use 1/updaterate and everything hitscan uses 2/updaterate (medic i'd personally use 1/updaterate because of the peeking thing and because hitreg doesnt matter - its pretty negligible in this case though)
41
#41
-1 Frags +
maidoswhat about interp for demoman grenady and sticky? which is the optimal ones to use?
if i get 40-60 ping as average

cl_interp 0.0152 and cl_interp_ratio 1 is the best setting for projectiles period.

[quote=maidos]what about interp for demoman grenady and sticky? which is the optimal ones to use?
if i get 40-60 ping as average[/quote]
cl_interp 0.0152 and cl_interp_ratio 1 is the best setting for projectiles period.
42
#42
5 Frags +
SolidSpeerlaiyeWhat do you guys think about cl_smooth?

Makes a great combo with Pete Rock.

[quote=SolidSpeerlaiye]
What do you guys think about cl_smooth?[/quote]
Makes a great combo with Pete Rock.
43
#43
10 Frags +

Most of you are severely missing the mark. Interp can be useful if your connection is a complete piece of crap. If your connection is decent, stop screwing with interp, take a breath, slow down, and hit your shots. There is no magical interp setting that's going to make you better at aiming, and even if your interp isn't """"ideal"""", it's not going to make a huge difference.

If you consistently think you have bad hit registration, you fall into one of these categories:
1. You're on a terrible internet connection and interp might -marginally- help you.
2. You're on a terrible server and interp might -marginally- help you.
3. You're missing your shots and lying to yourself.

Most people fall into category 3.

Most of you are severely missing the mark. Interp can be useful if your connection is a complete piece of crap. If your connection is decent, stop screwing with interp, take a breath, slow down, and hit your shots. There is no magical interp setting that's going to make you better at aiming, and even if your interp isn't """"ideal"""", it's not going to make a huge difference.

If you consistently think you have bad hit registration, you fall into one of these categories:
1. You're on a terrible internet connection and interp might -marginally- help you.
2. You're on a terrible server and interp might -marginally- help you.
3. You're missing your shots and lying to yourself.

Most people fall into category 3.
44
#44
-1 Frags +

All you needed to know about interp:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

All you needed to know about interp:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
45
#45
1 Frags +
Hellbentbind 1 "slot1; r_drawviewmodel 1; cl_interp 0.0152"
bind 2 "slot2; r_drawviewmodel 0; cl_interp 0.0334"
bind 3 "slot3; r_drawviewmodel 1; cl_interp 0.0334"
That's what is in my soldier.cfg file. I'm not sure what interp does to melee, but I assume it would be like hitscan.

No freezes for me, and I (obviously) hit every shot (heh).

Last update won't let you to change interp in action, so I recommend you to choose one for each class.

[quote=Hellbent]
bind 1 "slot1; r_drawviewmodel 1; cl_interp 0.0152"
bind 2 "slot2; r_drawviewmodel 0; cl_interp 0.0334"
bind 3 "slot3; r_drawviewmodel 1; cl_interp 0.0334"
That's what is in my soldier.cfg file. I'm not sure what interp does to melee, but I assume it would be like hitscan.

No freezes for me, and I (obviously) hit every shot (heh).[/quote]
Last update won't let you to change interp in action, so I recommend you to choose one for each class.
46
#46
-7 Frags +

I always figured you should use your ping to calculate your interp value.

So for example, if you have a 30 ping, you would use 0.03.
100 ping would be 0.1.

Still, it's all in people's heads. My shots hit or miss the same regardless of my interp settings. I've kept mine set to 0.01 for about 3 years.

I always figured you should use your ping to calculate your interp value.

So for example, if you have a 30 ping, you would use 0.03.
100 ping would be 0.1.

Still, it's all in people's heads. My shots hit or miss the same regardless of my interp settings. I've kept mine set to 0.01 for about 3 years.
47
#47
-12 Frags +

Why is 0.33 -0.34 used by almost every invite scout?

Why is 0.33 -0.34 used by almost every invite scout?
48
#48
-4 Frags +

back to scatterschool

back to scatterschool
49
#49
-4 Frags +

bonafide, check your steam

bonafide, check your steam
50
#50
-1 Frags +

stop this necro please

stop this necro please
51
#51
-4 Frags +

why would I need check my steam

why would I need check my steam
52
#52
0 Frags +
xrazedWhy is 0.33 -0.34 used by almost every invite scout?

Because it works.

Please try to avoid "necrobumping" topics from now on. If a topic hasn't been posted in for a month or so, and you're not bring new news that's on-topic, it's generally a better idea to make a new thread, even if it's a trivial question like this.

[quote=xrazed]Why is 0.33 -0.34 used by almost every invite scout?[/quote]
Because it works.

Please try to avoid "necrobumping" topics from now on. If a topic hasn't been posted in for a month or so, and you're not bring new news that's on-topic, it's generally a better idea to make a new thread, even if it's a trivial question like this.
53
#53
-21 Frags +
seanbudprojectile .0152
hitscan .033-.08 based on your ping to the server

read the netcode shit in chris's fps configs

do you know if it is possible to specify what weapon should use projectile interp or hit-scan interp?

[quote=seanbud]projectile .0152
hitscan .033-.08 based on your ping to the server

read the netcode shit in chris's fps configs[/quote]

do you know if it is possible to specify what weapon should use projectile interp or hit-scan interp?
54
#54
-8 Frags +

There's necro-ing a thread, and then there's digging up a prehistoric dinosaur and sticking it's bones up your ass.

There's necro-ing a thread, and then there's digging up a prehistoric dinosaur and sticking it's bones up your ass.
55
#55
11 Frags +
TFCrafterseanbudprojectile .0152
hitscan .033-.08 based on your ping to the server

read the netcode shit in chris's fps configs

do you know if it is possible to specify what weapon should use projectile interp or hit-scan interp?

Well you already necroed the thread so I might as well answer.

You can't change interp between weapons, its been patched ages ago. You can only set 1 interp value per class. So it's not rocket science really, projectile classes (soldier, demo, med for surfs, pyro for reflects) use the projectile interp, the rest use the hitscan one.

In the future, please start a new thread instead of bumping 3 year old ones

[quote=TFCrafter][quote=seanbud]projectile .0152
hitscan .033-.08 based on your ping to the server

read the netcode shit in chris's fps configs[/quote]

do you know if it is possible to specify what weapon should use projectile interp or hit-scan interp?[/quote]


Well you already necroed the thread so I might as well answer.

You can't change interp between weapons, its been patched ages ago. You can only set 1 interp value per class. So it's not rocket science really, projectile classes (soldier, demo, med for surfs, pyro for reflects) use the projectile interp, the rest use the hitscan one.

In the future, please start a new thread instead of bumping 3 year old ones
56
#56
1 Frags +
SentinelTFCrafterseanbudprojectile .0152
hitscan .033-.08 based on your ping to the server

read the netcode shit in chris's fps configs

do you know if it is possible to specify what weapon should use projectile interp or hit-scan interp?

Well you already necroed the thread so I might as well answer.

You can't change interp between weapons, its been patched ages ago. You can only set 1 interp value per class. So it's not rocket science really, projectile classes (soldier, demo, med for surfs, pyro for reflects) use the projectile interp, the rest use the hitscan one.

In the future, please start a new thread instead of bumping 3 year old ones

considering it's a topic that have been answered multiple times since the update simply googling 'cl_interp settings tf2' would give you ther answer, did it my self and came across kaja's guide which does an excellent job of explaining when to increase interp and what values to use.

[quote=Sentinel][quote=TFCrafter][quote=seanbud]projectile .0152
hitscan .033-.08 based on your ping to the server

read the netcode shit in chris's fps configs[/quote]

do you know if it is possible to specify what weapon should use projectile interp or hit-scan interp?[/quote]


Well you already necroed the thread so I might as well answer.

You can't change interp between weapons, its been patched ages ago. You can only set 1 interp value per class. So it's not rocket science really, projectile classes (soldier, demo, med for surfs, pyro for reflects) use the projectile interp, the rest use the hitscan one.

In the future, please start a new thread instead of bumping 3 year old ones[/quote]
considering it's a topic that have been answered multiple times since the update simply googling 'cl_interp settings tf2' would give you ther answer, did it my self and came across kaja's guide which does an excellent job of explaining when to increase interp and what values to use.
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