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rates, cl_interp, interp_ratio....
Created 18th October 2008 @ 19:56
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Maybe you should give the link from where you C+Ped this.
Played with the settings a bit. First I had a yellow lerp, now it’s orange…
I heard from some that yellow aint good, and orange is… but also I heard the opposit..
So now I’m confused :D What’s the right colour for lerp ?
@ Turtle:
dunno if anyone’s already posted this – I just skimmed through the posts, but you can bind them by putting this into your autoexec (or a seperate script):
(example)
alias "match" "rate 25000; cl_updaterate 66; cl_cmdrate 66; cl_interp_ratio 1; cl_interp 0.0152"
alias "pub" "rate ____; cl_updaterate __; cl_cmdrate __; cl_interp_ratio _; cl_interp ___"
bind "f2" "match"
bind "f3 "pub"
And edit the values to the ones you need :)
Ah thanks :)
What is the default cl_interp_ratio & cl_interp settings out of interest?
Quoted from
what’s the difference with cl_interp 0.02xxxxx in case of hitscan weapons? with a projectile weapon, it seems, it will fire faster, but what’s with the hitscan weapons?
Basically the bullet fires .048 ms faster then with 0.02. And that was a big big necro
why should he make a new topic if there is already one? :P
btw you are saying that if i use cl_interp 0.1 bullets will be faster than if i use 0.022? So if i lower my interp, projectiles will be faster, and hitscans will be slower?
Last edited by hykleri,
Holy shi-, 1+ year necro
And I wonder about this too. A little birdie told me to set 0.033 for hitscan but another tells me to keep it default at 1. :
Its more about dodging rockets for me so i just set it as low as possible, a few shots dont reg but its worth it for the ease of dodging rockets where as if you have high interp your screwed, if someone fires a rocket you dont have enough time to dodge.
if you really want to know:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Your Bullets/projectiles are not faster or slower for everybody on the server based on your interp. It’s just client side.
Last edited by AnAkkk,
Quoted from AnAkkk
Your Bullets/projectiles are not faster or slower for everybody on the server based on your interp. It’s just client side.
Ah, if this is a reply to me maybe I didnt explain what i ment properly, ill elaborate.
If you see a soldier fire a rocket to you and you have 0.1 interp it seems to explode before it hits the ground infront of you thus making it extremely hard to dodge.
If you see a soldier fire a rocket to you and you have 0.0~ interp the rocket seems to travel to the ground then explode thus making it easier to dodge and giving you more time to react.
Or maybe its just a pseudo effect.
Just read my link @ all… it explaines everything..
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