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Optimizing rates
Created 27th October 2013 @ 13:05
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Quoted from AnAkkk
[…]
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).[…]
That, too.
The game will not always get the value from cl_interp. It will ONLY get the value from cl_interp if cl_interp_ratio / cl_update rate is lower than cl_interp.
Quoted from fanny_filth
[…]
The game will not always get the value from cl_interp. It will ONLY get the value from cl_interp if cl_interp_ratio / cl_update rate is lower than cl_interp.
Wrong.
As I explained above, if cl_interp_ratio/cl_updaterate is higher than cl_interp, the game resets cl_interp to cl_interp_ratio/cl_updaterate. Then it still gets the value from cl_interp. This can easily be verified by checking with the console and reading the code in the Source SDK.
Quoted from AnAkkk
[…]
Wrong.
As I explained above, if cl_interp_ratio/cl_updaterate is higher than cl_interp, the game resets cl_interp to cl_interp_ratio/cl_updaterate. Then it still gets the value from cl_interp. This can easily be verified by checking with the console and reading the code in the Source SDK.
ok, I might have rephrased it in heinsight but either way this is still the only thing you need to know: interpolation period = max( cl_interp, cl_interp_ratio / cl_updaterate )
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