ReeromastercomsThat means the only way you could see your stickies with projectiles being the same (as proven by my video) is if you yourself were behind.If there is a way to validate this claim that would be interesting because the visual applications of this exploit in jump have definitely improved performance with airpogo and speedpogo on a lot of demojumpers more than the potential frame lag has decreased.
So ironically, that high update rate exploit is behind normal values because of how the game handles extremely low interp values, so you could be a few frames behind, depending on your frame rate.
I would also not chalk it up to placebo because there is definitely a conscious element to it considering when you can see your stickies you have an easier time jumping and airpogoing with them
I mean, given mastercoms' and waldo's testcases, I think the logical conclusion to make is:
- projectiles by themselves are not different with 0 interp
- projectiles appear ahead of you in 0 interp but behind you with normal interp
- in normal interp, you don't appear ahead of where you actually are serverside
- logically, in 0 interp you are visually behind where you actually are serverside
There may be some further testcases that can shed more light on this or expose any currently unknown effects (and you are free to figure out those testcases) but this seems pretty convincing to me. If normal interp is always about the same or maybe a bit behind your serverside position, and 0 interp is even further behind than that, it stands to reason that 0 interp is actually unintuitively worse than normal.
There seems to be a culprit in the code that causes this behavior as well:
(if your interp is too low, then this expression won't evaluate and your movement will be a tick behind -- credit to mastercoms)
As far as the current understanding of the game is, the exploit doesn't help or is actually worse for all the reasons given in this thread so far (ping, accurate player positions, etc). If you find that's easier for you then alright, but it seems to be because your position is slightly behind where it actually is, and regular 15.2 interp is the closest you'll get to your actual position. Using a higher interp might be able to get you the same delay you've grown accustomed to.
In exchange for not having these settings available, the patched exploit means that cheaters don't have as much room to abuse backtracking. And I get why some people don't like that the settings they're used to are suddenly not possible, it does suck. But as someone who made mods that got patched because they relied on exploitable methods (old clean tf2, because someone released a wallhack on gamebanana that used the same technique), it happens and you'll live -- something like this is overall an improvement.