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Rates.

Created 24th October 2010 @ 06:36

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Orchid

|=3

I`ve never really cared about them, but recently I`ve been talking to people, and I`ve been convinced that I should look into the mystery, that you people call tf2 rates.
Basicly I`m on a pretty shitty line.
Local – http://www.speedtest.net/result/1002318581.png
to the UK – http://www.speedtest.net/result/1002319796.png

Pingtest
Local – http://www.pingtest.net/result/26657587.png
to the UK – http://www.pingtest.net/result/26657615.png

Any suggested settings I should be using?
If that changes anything, I dont usually play projectile classes. I play scout.

quad

this is a big derp.
For me, some server play EXTREMELY well with “high” interp
and then others it wont work..

I mostly use this:
rate 30000
cl_interp 0.0152
cl_smoothtime 0.015

JackieBoy

LTG.

http://www.fakkelbrigade.eu/chris/tutorials/network-settings/

Koeitje

AUTOBOTS

I’ve got the feeling turning up smoothtime to 0.05 helps vs high ping scouts. Could be placebo, but seems to smooth out their player model (like the leg movement and such).

AnAkkk

Quoted from Koeitje

I’ve got the feeling turning up smoothtime to 0.05 helps vs high ping scouts. Could be placebo, but seems to smooth out their player model (like the leg movement and such).

cl_smooth/cl_smoothtime has nothing to do with the enemies player models, so yes, placebo.

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

It’ll only affect your position on your client, as it’s part of the client side input prediction code.


Last edited by AnAkkk,

Koeitje

AUTOBOTS

Quoted from AnAkkk

[…]

cl_smooth/cl_smoothtime has nothing to do with the enemies player models, so yes, placebo.

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

It’ll only affect your position on your client, as it’s part of the client side input prediction code.

Noooooooooo, now how I’m supposed to fight them laggy bitches then? :D

Waster

I cant really find it, but what i always thought was that smoothtime also predicts for missing packets of enemy models. Just try it out on a russian lagging aimbot scout and play with the values. Smoothtime 0 and they will warp like fuck, if you higher it then it will predict his movement for x seconds. I have a smoothtime of 0.1 and i dont have problems with laggy scouts any more at all.

AnAkkk

You can find out what it is by simply reading the cvar description in TF2, which matches the article Valve wrote themselves on their site, pretty strange, isn’t it :)
“Smooth client’s view after prediction error over this many seconds”

The Cvar code is also in the OB SDK, so you can check if you want to.

Waster: What you are talking about is cl_interp.


Last edited by AnAkkk,

Foozy

GTD

Quoted from quad

this is a big derp.
For me, some server play EXTREMELY well with “high” interp
and then others it wont work..

I mostly use this:
rate 30000
cl_interp 0.0152
cl_smoothtime 0.015

One of the reasons people have fucked up rates is because they read about people with a 100Mbit/s connection saying “My rates are so-and-so”, and then try to use them with their slow connection.

Quoted from Waster

I cant really find it, but what i always thought was that smoothtime also predicts for missing packets of enemy models. Just try it out on a russian lagging aimbot scout and play with the values. Smoothtime 0 and they will warp like fuck, if you higher it then it will predict his movement for x seconds. I have a smoothtime of 0.1 and i dont have problems with laggy scouts any more at all.

cl_smoothtime is related to client side input prediction. It can be useful if you have high ping. Input prediction works by predicting where the client will go as soon as he presses a movement key, instead of waiting x milliseconds for the server to calculate and return a snapshot where the client has moved.

Of course, sometimes there are errors with the prediction in which case the server corrects the client’s position over a period of time (cl_smoothtime).

Input prediction only works with client side actions once again, like moving or shooting.

Interpolation (cl_interp) on the other hand should smooth out laggy scouts, if the value is high enough.

Anakin you ninja >:(


Last edited by Foozy,

AnimaL

its tf2 for god sake

you wont notice movement lag in such a slow game

octochris

(0v0)

Quoted from Foozy

One of the reasons people have fucked up rates is because they read about people with a 100Mbit/s connection saying “My rates are so-and-so”, and then try to use them with their slow connection.

The speed (whether you’re talking throughput or route time) of a connection doesn’t affect the rates you should be using unless you’re on 56k. TF2 network use is marginal at best.

Waster

Quoted from AnAkkk

You can find out what it is by simply reading the cvar description in TF2, which matches the article Valve wrote themselves on their site, pretty strange, isn’t it :)
“Smooth client’s view after prediction error over this many seconds”

The Cvar code is also in the OB SDK, so you can check if you want to.

Waster: What you are talking about is cl_interp.

Doesnt make sense. Interpolation only works for packet loss if the interpolation frame is large enough to compensate for it. If there 2 or more packets loss (and thats a pretty fair assumption if you play against a very laggy opponent) then interpolation wont do anything usefull. Then you need some prediction tricks and cl_interp wont do it for you. For me smoothtime seem to do the trick.


Last edited by Waster,

freshmeatt

‹Con›

Quoted from Waster

[…]
Doesnt make sense. Interpolation only works for packet loss if the interpolation frame is large enough to compensate for it. If there 2 or more packets loss (and thats a pretty fair assumption if you play against a very laggy opponent) then interpolation wont do anything usefull. Then you need some prediction tricks and cl_interp wont do it for you. For me smoothtime seem to do the trick.

With loss > 0 you shouldn’t even play the game, there’s no way to predict things if you can’t receive/send information about your opponents’/your position and status.
cl_predict
cl_predictweapons
cl_interp only interpolates game xxx milliseconds forward to compensate the ping.

Extremer

Quoted from freshmeatt

[…]

With loss > 0 you shouldn’t even play the game, there’s no way to predict things if you can’t receive/send information about your opponents’/your position and status.
cl_predict
cl_predictweapons
cl_interp only interpolates game xxx milliseconds forward to compensate the ping.

Real men play with up to 25 loss! Side effects include disappearing stickies, invisible explosions, getting damaged more than you should.

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