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Forum

cl_interp

Created 22nd June 2009 @ 13:56

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d0gs

Several people told me to set cl_interp 0 (i know it’s more like 0.0xxxx depending on server)

Atm i have to reset it every time i launch tf2.
Q: is there a way to load tf2 with cl_interp 0?

eoN^

put it in your autoexec.cfg

…./tf/cfg

Just set it to 0.01 and it’ll go to the minimum (right?)

Norrland3000

cl_interp 0

put that in your autoexec.cfg

eon if you put it to 0 it will adjust automatically.

Qun

GoT<3

Just make a bind with cl_interp 0.

Rele

(i know it’s more like 0.0xxxx depending on server)

Not quite, depends on your cp_interp_ratio.
If you want interp as low as possible, set this to 1.

Default is 1.5 and maximum is 2.

AnAkkk

Well, 0 is too low, so it’ll reset to cl_interp_ratio/cl_updaterate.

The problem is that if the server is not set up correctly and you have cl_updaterate 100, then it’ll set cl_interp to 0.01, which is bad since tickrate is 66. The min cl_interp in TF2 is 0.0152.

EDIT: Relentless, default is 2.

Rele

Relentless, default is 2.

True, my bad.

The problem is that if the server is not set up correctly and you have cl_updaterate 100, then it’ll set cl_interp to 0.01, which is bad since tickrate is 66.

Wont it automatically revert to cl_updaterate 66 even if you set it higher?

exm

No offence towards OP or anyone else, but ffs this topic was discussed a MILLION times before…

P.S.: not the “how to do it automaticlly”, but all the rates and etc.

Norrland3000

No offence towards OP or anyone else, but ffs this topic was discussed a MILLION times before…

P.S.: not the “how to do it automaticlly”, but all the rates and etc.

and that hurts you?

AnAkkk

Relentless, if the server has sv_maxupdaterate set to higher than 66, no it won’t revert.
I guess you mean cl_updaterate 66, not cl_interp :p

SnowiE

-9w-
-9m-

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

At the bottom it says

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

cl_interp = 2 / cl_updaterate

For example, if your client receives 66 update per second, you can set cl_interp to 0.03. This way your view interpolation lag is lowered from 100ms to 30ms. Removing the view interpolation lag completely by turning it off (cl_interpolate 0) will not work and cause jittery animations and worse hit detection.”

AnAkkk

SnowiE, that article was not updated since the old Source Engine, there is now cl_interp_ratio.

It says 2 because there could be some packets loss, so it interpolates over more packets. If you have all the time 66/s without any problem, you can set cl_interp_ratio to 1 and use 0.0152 interp.

d0gs

alright thx for the replies.

Memento Mori

I told you to use 0.0152 yesterday. but NOEEES

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