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The internet speed is not my problem, the game's settings are.
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000
cl_interp .033 for hitscan classes
cl_interp .0152 for projectile classes
Presuming the first, because it's obviously more likely, do Mediguns actually get impacted by that at all?
so 0.033 in scout.cfg, 0.152 in demo.cfg and so on
anything calculated entirely serverside/not lag compensated benefits from having a lower lerp
so projectiles of all types, ubers, sentry placement probably http://not that it would matter, etc
And thank you!
servers run at 66ticks per second http://with some odd repeating decimal that doesn't really matter
interp [lerp] is how much time your client spends interpolating incoming data and delays actions sent from your client by an equal amount
default is 100ms which is disgusting
lowering it reduces delay but can slightly compromise your clientside accuracy of player positions if you're not playing on lan and you drop it below 2 ticks [0.033ms] of data to interp, so the general consensus is run .033 for the best tradeoff between accuracy and delay
placebo
cl_cmdrate 67
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000
cl_interp .033 for hitscan classes
cl_interp .0152 for projectile classes
https://www.youtube.com/watch?v=M2mBNz4NvGc
interp is designed to compensate for net problems, such as when your game client misses a packet sent from the server
without enough interp time, it can cause prediction issues and mess with your hit detection, but having more interp time delays the game, almost as if you had higher ping
the idea is to find a sweetspot that can compensate for potential net issues without adding too much delay
hitscan is lag compensated, so it's important to have accurate player positions on your screen
so hitscan is generally best with 2 server frames worth of interp in case your client misses or messes up one, which is around 0.0304ms
projectiles on the other hand aren't lag compensated at all; they just appear in the game world as soon as the server recieves the data, and anyone who comes in contact with them takes the damage
so it's arguably more important that your shots come out sooner as a projectile class than to have 100% accurate player postions
but it's still a single frame on delay at the cost of potential net problems, so it's debatable which settings projectile classes should use
alternatively you can use cl_interp 0 which will lock your interp to the server's tick timing, and then you can adjust how many frames worth of time you want your interp to be with cl_interp_ratio, making it a little easier to mess with and probably being the best option if you want more reliable interp on all classes
so interp 0 with ratio 2 is about the same as interp .033 with ratio 1
personally i've updated my settings to interp 0 ratio 2 for all classes as it's slightly more consistent that way
Wait. If i use wifi then no? i cant use wifi?