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Forum

Optimizing rates

Created 27th October 2013 @ 13:05

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scatmo

27/2

Hello guys, I would like to know if there’s a way to optimize my rates settings. I have a 100MB optical fiber network.

My rate settings are these:

cl_cmdrate 66
cl_interp 0
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000

Thanks in advance for your attention :)


Last edited by scatmo,

MARIANO

You don’t need to change anything, you have correct rates.

scatmo

27/2

Thanks Mariano, I appreciate your answer :)

eS

You could play around with your interp a bit, depends if you use projectile or hitscan classes more.

scatmo

27/2

I’ve changed cl_interp to 0.03 and cl_interp_ratio to 2. I’ll see if these are good changes.

Here’s a complete explanation for entity interpolation in case you’re the curious type

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

cl_interp literally pointless, because cl_interp_ratio already does it’s job more safely and efficiently. Your current cl_interp 0.03 doesn’t do anything, because your interp_ratio/updaterate already sets it to 2/66 which is bigger than 0.03 and already “optimal”.
I’ve heard vague rumors about setting cl_interp “0” causing it to default back to “0.1”, but I can’t confirm that. For safety, I would set it to something tiny but finite (anything smaller than 1/66 shouldn’t do anything).


Last edited by Schmuse,

scatmo

27/2

Indeed cl_interp 0.03 was bad, changed to my default one, but couldn’t change cl_interp_ratio to 2 and I think that this is impossible to do because it does not allow me to change the value.


Last edited by scatmo,

AnAkkk

Quoted from Schmuse

Here’s a complete explanation for entity interpolation in case you’re the curious type

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

cl_interp literally pointless, because cl_interp_ratio already does it’s job more safely and efficiently. Your current cl_interp 0.03 doesn’t do anything, because your interp_ratio/updaterate already sets it to 2/66 which is bigger than 0.03 and already “optimal”.
I’ve heard vague rumors about setting cl_interp “0” causing it to default back to “0.1”, but I can’t confirm that. For safety, I would set it to something tiny but finite (anything smaller than 1/66 shouldn’t do anything).

People just “abuse” cl_interp 0 because the game sees that it’s a bad value as it’s lower than cl_interp_ratio/cl_updaterate, so it resets it to cl_interp_ratio/cl_updaterate.

Quoted from AnAkkk

People just “abuse” cl_interp 0 because the game sees that it’s a bad value as it’s lower than cl_interp_ratio/cl_updaterate, so it resets it to cl_interp_ratio/cl_updaterate.

What’s there to abuse? I quote from source developers:

This is the relation between snapshot rate and view interpolation delay is the following:

interpolation period = max( cl_interp, cl_interp_ratio / cl_updaterate )

“Max(x,y)” means “whichever of these is higher”. You can set cl_interp to 0 and still have a safe amount of interp. You can then increase cl_updaterate to decrease your interp period further, but don’t exceed tickrate (66) or flood your connection with more data than it can handle.

kindred

myx
322

Quoted from fanny_filth

[…]

What’s there to abuse? I quote from source developers:

This is the relation between snapshot rate and view interpolation delay is the following:

interpolation period = max( cl_interp, cl_interp_ratio / cl_updaterate )

“Max(x,y)” means “whichever of these is higher”. You can set cl_interp to 0 and still have a safe amount of interp. You can then increase cl_updaterate to decrease your interp period further, but don’t exceed tickrate (66) or flood your connection with more data than it can handle.

I think he might have meant “abuse” in a different way.

Meaning that people use cl_interp 0 as a quick shortcut to set their interp to the correct value.

AnAkkk

Quoted from fanny_filth

[…]

What’s there to abuse? I quote from source developers:

This is the relation between snapshot rate and view interpolation delay is the following:

interpolation period = max( cl_interp, cl_interp_ratio / cl_updaterate )

“Max(x,y)” means “whichever of these is higher”. You can set cl_interp to 0 and still have a safe amount of interp. You can then increase cl_updaterate to decrease your interp period further, but don’t exceed tickrate (66) or flood your connection with more data than it can handle.

What the wiki doesn’t say is that the game will always get the interpolation from the cl_interp cvar.
cl_interp_ratio just acts as a limiter for the cl_interp cvar, the cl_interp value will change automatically based on cl_interp_ratio (if too low).

Quoted from kindred

[…]

I think he might have meant “abuse” in a different way.

Meaning that people use cl_interp 0 as a quick shortcut to set their interp to the correct value.

That, too.


Last edited by AnAkkk,

Phnx

kZk

let’s say I want lowest delay with projectiles, and best connection settings for bad net (for hitscan), (not together, 2 different settings).

AnimaL

you can’t change rates while alive

Phnx

kZk

Quoted from AnimaL

you can’t change rates while alive

I know, but I can if I go to spectate. and I will have to executable cfg’s for it.

NuTRiCuLa

D925

i have totally low internet speed (50-100 kl/s)

can somebody say interps ?

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