What should cl interp be set to




















Of not go with 1. Its forced to 1. I dont think that you know how to configure interp. Dosnt even look like you know what you are talking about at the slightest. If you have a good ping go with interp 0 and ratio 1. Ill just leave these two right here. There is no need to choose a lower bandwith, you shouldnt experience any loss or choke. So go with rate This makes sure the server gets as many updates from your client possible.

I am sorry to say this but the state this guide is in atm it wont help anybody. Share to your Steam activity feed. You need to sign in or create an account to do that. Sign In Create an Account Cancel. All rights reserved. All trademarks are property of their respective owners in the US and other countries. When you play a on your own listen server, the game uses its internal tickrate for the input rate, regardless of your client and server settings.

If the game sent more than its internal tickrate of input messages, it would break, because it would be doing the exact same thing as speedhacking, literally. The extent of this extrapolation is dependent on refresh rate phase vs update phase. That's what your ms paint diagrams are showing to me.

I already agreed to that. The higher the refresh rate you get beyond that, the further along that extrapolation necessarily must be shown on it. This isn't an excuse however for dealing with extrapolation at low refresh rates because it's still a problem that happens and can at least be effectively mitigated trivially by raising your interp slightly to something like ratio 1. So if ETF2L used to force it to 1, don't know about other leagues.

You can't block the cvar itself, just restrict it to certain values. Yes, I do. The tickrate for input on a listen server absolutely, positively, MUST be equal to the game's internal tickrate.

How fucking hard is it to understand something so fundamental. If this is not the case then the game is fundamentally broken. This is literally a fundamental aspect of source engine. This is as fundamental as the fact that the directx renderer uses directx and the opengl renderer uses opengl. This is as fundamental as the fact that interpolation uses discrete messages. This is as fundamental as the fact that rockets use line collision instead of hull collision.

If this aspect of the engine does not work in this way then several things are going to break in snowballing fashion. The fact that rockets are lines is what lets rockets do consistent damage on directs, because the engine can accurately "map" them onto whatever they hit.

That's why grenades don't have consistent damage on directs. The fact that interpolation is a function of discrete messages allows player movement to be run at a static rate, which allows input prediction to be possible. Without discrete messages at a static rate, input prediction would be prohibitively expensive on the CPU even with optimization. If it were any higher then the game's physics would break as the player's character would literally be doing the same thing as speedhacking.

And that is not the case. The game engine can not accurately simulate input at rates above its tick rate. Except that I've said that at several times during the course of the argument and you fail to understand that I'm arguing about this:.

I'm not arguing about the game's tickrate. Source's interpolation system prevents the jittery motion this would ordinarily lead to by buffering server updates then playing them back with the gaps smoothly interpolated between.

It can also protect against glitches caused by packet loss. Valve - Interpolation. Without Interpolating, other player's would seem to 'stutter' or 'jitter' around on screen as they run, especially on bad connections that regularly drop packets. However, the implementation of Interpolation adds artificial latency to a player's view of the game world, as it needs to buffer a few updates in order to interpolate missing ones and display them all smoothly.

So fiddling with these values is a balance of regular latency bad connections vs artificial latency interpolation. Changing this value affects the minimum interpolation delay "lerp" , and raising it will increase lerp, and therefore increase the artificial latency.

If you happen to drop two updates in a row, then the client is forced to randomly guess which leads to 'jittering' positions. So this value really depends on the quality of your connection. Most people stick to whole integers. This will show your current lerp value:.

Of course, you can also just test by spending time playing on different settings and tweaking it if you run into any issues, but netgraph will give you a more precise overview. You should leave it open while you play some games, and keep an eye on the value. Sign up to join this community.

The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. The server receives and interprets the data and gives the kill to whoevers shot should have hit first according the the info it receives when balanced against the latency statistics between the two parties. Interp in the commands stands for interpolation. This is what decides the interval between the current rendering time and the current client-side.

This way if one snapshot disappears there will be too many valid snapshots to interpolate between. The game will automatically adjust this value based on the servers and the rate you playing on. But basically just set it to zero. The lower the better.



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