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cl_interp settings
Created 11th May 2012 @ 01:32
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This has probably been asked 295629 times before but, what are the best optimal interp settings for hitscan classes and projectile classes? I always have a decent connection to servers ie. never getting a ping higher than 50 and averaging around 20-40.
Ive bound 3 interps, 0,0152. 0,021. 0.033 and im basicly often using 0,0152 on hitscan classes and 0,021 for projectile classes but it depends what i feel works the best for me since i can easily switch around
Quoted from Casual
cl_interp 0
I don’t know much about this stuff, but how does it work? I mean the “0” setting?
Quoted from Jorman
[…]
I don’t know much about this stuff, but how does it work? I mean the “0” setting?
It sets the interpolation as close to 0 ms as possible if cl_interp_ratio is set to 1. Your real interp will probably be 0.0152 seconds then.
Last edited by ondkaja,
Quoted from alba
Ive bound 3 interps, 0,0152. 0,021. 0.033 and im basicly often using 0,0152 on hitscan classes and 0,021 for projectile classes but it depends what i feel works the best for me since i can easily switch around
Am not saying what you are doing is wrong because I am a firm believer that most settings even tho you can ‘optimise’ them come down to ‘What you are used to’ BUT
Its strange how you use a higher interp for projectile classes which are NOT lag compensated, so every time you increase your interp you increase the firing delay. Yet for hitscan which are lag compensated so a high interp does NOT affect firing delay you decrease it.
I mean try it, go on a server set your cl_interp 0.5 and notice the delay in firing and the rocket appearing.
Otherwise settings above +1 on good solid stable servers, might not work on busy pubs but not that it matters to most players here :D
Might I add rate 200000 as its a pointless setting to have low anyway unless you truly have low bandwidth internet.
Last edited by FireStorm,
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