sAvenSo does that mean you should gradually increase interp until the value is no longer yellow?
Usually there's too much variance to reliably get it from looking at the packet loss indicator. You should instead analyze the average server variance, and average sv tickrate, and determine the value from that, plus a fudge factor. I already did this with my interp value of 0.021, which should also not be very noticeable to humans. I only recommend this interp for projectiles and melee, and 0.0303 (interp ratio 2) for hitscan. This is because hitscan is fully lag compensated for interp, and there is not clientside offset like projectiles do with higher interp (because no travel time).
sAvenIs there any reason why r_worldlightmin is different for the very_low preset vs. the low preset even though r_worldlights is 0 for both?
I wasn't sure if r_worldlightmin was only for world lights.
zfnJust curious why the changelog says "Optimized particles", but the "ConVar.cl_particle_retire_cost" "0.0001" has disappeared from dxsupport_overide? Was it not working?
Just testing if this will affect CPU load. It might be more beneficial for dxsupport to decide based on your GPU. There are other particle optimizations, like disabling more particles using dxsupport. It might return in a future update.