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cl_interp
Created 22nd June 2009 @ 13:56
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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?
put it in your autoexec.cfg
…./tf/cfg
Just set it to 0.01 and it’ll go to the minimum (right?)
cl_interp 0
put that in your autoexec.cfg
eon if you put it to 0 it will adjust automatically.
(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.
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.
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?
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.
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?
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
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.”
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.
alright thx for the replies.
I told you to use 0.0152 yesterday. but NOEEES
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