Team Fortress 2
Ass exploder Mar 12, 2020 @ 1:56pm
Recommended interp settings
Recommend interp settings for hitscan and projectile classes? (Separately)

While having an internet speed on around 10 mbps

and ping around 100
Last edited by Ass exploder; Mar 12, 2020 @ 5:15pm
Originally posted by Rando the Crit Clown:
Originally posted by Abdil:
Originally posted by Rando the Crit Clown:
No, cl_interp should always be 0. If you ever see anything or anyone telling you to set cl_interp to anything other than 0 disregard everything they say because they clearly do not know what they're talking about.

cl_interp_ratio should be 2 for most people, although if you're really confident in your internet you can set it to 1.

https://www.youtube.com/watch?v=M2mBNz4NvGc

this video shows me how "Accuratley" cl_interp 0.030 is for projectile which i don't quite understand, because i am pretty sure 0.033 is for hitscan, but seems 0.030 is?
That video shows you that cl_interp causes "the actual hit detection and most aspects of the death [to] occur with no delay; whereas the visual locations of the Demoman and the arrow both lag behind reality by exactly the interp time".

You'll notice in that video that the higher cl_interp is the worse it is. 0.030 looks mostly fine, 0.100 is terrible, and 0.500 is abysmal. So since higher settings are worse for the game you should clearly set it to 0 so that it doesn't lie to you.

Additionally, the description of that video states to do exactly the same as what I'm saying.
1. Set cl_interp to 0 (so that the game will look at cl_interp_ratio instead).
2. Set cl_interp_ratio to 2, unless you have a very good reason to use a different value. (Bump it up to 3 if your net connection is bad enough that you're still having problems at 2. Drop it down to 1 _only_ if you actually know what you're doing and why you're doing it.)

An interp ratio of 2 enables the game to compensate for 1 consecutive dropped packet. A ratio of 3 enables the game to compensate for 2 consecutive dropped packets, and a ratio of 4 allows for up to 3 consecutive dropped packets, and so forth.

Lowering the ratio to 1 (the effective minimum) can be desirable, particularly when playing non-hitscan classes, because it reduces the artificial interpolation lag you experience from 30 ms down to 15 ms. But it comes at a big cost, because you remove the ability for the game to cope with even small amounts of jitter or packet loss without resorting to extrapolation. (It is possible to set up your game configuration to use different interp ratios when you play different classes. But that's beyond the scope of this wall-of-text; Google is your friend.)
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Showing 1-10 of 10 comments
ylwmtn Mar 12, 2020 @ 3:16pm 
something in between
cl_interp 0
cl_interp_ratio 2

btw your internet speed literally does not matter
NerfPlayeR135 Mar 12, 2020 @ 5:13pm 
Originally posted by Abdil:
Recommend interp settings for hitscan and projectile classes?
I don't think anyone would specify that unless they were abusing interp to get backstabs. Just saying.
Ass exploder Mar 12, 2020 @ 5:15pm 
Originally posted by NerfPlayeR135 ¤FF¤:
Originally posted by Abdil:
Recommend interp settings for hitscan and projectile classes?
I don't think anyone would specify that unless they were abusing interp to get backstabs. Just saying.

Ops, ment separately*
Originally posted by Abdil:
Originally posted by NerfPlayeR135 ¤FF¤:
I don't think anyone would specify that unless they were abusing interp to get backstabs. Just saying.

Ops, ment separately*
For hitscan

cl_interp 0
cl_interp_ratio 2

For projectile classes

cl_interp 0
cl_interp_ratio 2
Ass exploder Mar 13, 2020 @ 3:51am 
Originally posted by being toxic is pathetic:
Originally posted by NerfPlayeR135 ¤FF¤:
I don't think anyone would specify that unless they were abusing interp to get backstabs. Just saying.
If he wanted to troll he'd already be using "cl_interp 0.5" and other stuff in servers instead of looking for help on the steam discussions. He's clearly looking for legitimate answers and I believe he has now gotten them.
If you actually believe using 0 lerp or even just tweaking your settings is "abusing interp" then I don't know what to tell you.

Thanks! No i haven’t gotten the complet answer yet, i have roaming around the discussion to see what i could find, so far i know this:

.033 for hitscan

.0152 for projectiles

And .020 for pyro?? (For the flamethrower but i am using the shotgun as secondary which i think it could affect my aim)

For the interp_ratio either 1 or 2 but depends if i play on casual or community, i play both

But this video shows me how "Accuratley" cl_interp 0.030 is for projectile which i don't quite understand, because i am pretty sure 0.033 is for hitscan, but seems 0.030 is?

https://www.youtube.com/watch?v=M2mBNz4NvGc
Last edited by Ass exploder; Mar 13, 2020 @ 3:56am
Originally posted by Abdil:
Originally posted by being toxic is pathetic:
If he wanted to troll he'd already be using "cl_interp 0.5" and other stuff in servers instead of looking for help on the steam discussions. He's clearly looking for legitimate answers and I believe he has now gotten them.
If you actually believe using 0 lerp or even just tweaking your settings is "abusing interp" then I don't know what to tell you.

Thanks! No i haven’t gotten the complet answer yet, i have roaming around the discussion to see what i could find, so far i know this:

.033 for hitscan

.0152 for projectiles

And .020 for pyro?? (For the flamethrower but i am using the shotgun as secondary which i think it could affect my aim)

For the interp_ratio either 1 or 2 but depends if i play on casual or community, i play both
No, cl_interp should always be 0. If you ever see anything or anyone telling you to set cl_interp to anything other than 0 disregard everything they say because they clearly do not know what they're talking about.

cl_interp_ratio should be 2 for most people, although if you're really confident in your internet you can set it to 1.
Ass exploder Mar 13, 2020 @ 3:57am 
Originally posted by Rando the Crit Clown:
Originally posted by Abdil:

Thanks! No i haven’t gotten the complet answer yet, i have roaming around the discussion to see what i could find, so far i know this:

.033 for hitscan

.0152 for projectiles

And .020 for pyro?? (For the flamethrower but i am using the shotgun as secondary which i think it could affect my aim)

For the interp_ratio either 1 or 2 but depends if i play on casual or community, i play both
No, cl_interp should always be 0. If you ever see anything or anyone telling you to set cl_interp to anything other than 0 disregard everything they say because they clearly do not know what they're talking about.

cl_interp_ratio should be 2 for most people, although if you're really confident in your internet you can set it to 1.

https://www.youtube.com/watch?v=M2mBNz4NvGc

this video shows me how "Accuratley" cl_interp 0.030 is for projectile which i don't quite understand, because i am pretty sure 0.033 is for hitscan, but seems 0.030 is?
The author of this thread has indicated that this post answers the original topic.
Originally posted by Abdil:
Originally posted by Rando the Crit Clown:
No, cl_interp should always be 0. If you ever see anything or anyone telling you to set cl_interp to anything other than 0 disregard everything they say because they clearly do not know what they're talking about.

cl_interp_ratio should be 2 for most people, although if you're really confident in your internet you can set it to 1.

https://www.youtube.com/watch?v=M2mBNz4NvGc

this video shows me how "Accuratley" cl_interp 0.030 is for projectile which i don't quite understand, because i am pretty sure 0.033 is for hitscan, but seems 0.030 is?
That video shows you that cl_interp causes "the actual hit detection and most aspects of the death [to] occur with no delay; whereas the visual locations of the Demoman and the arrow both lag behind reality by exactly the interp time".

You'll notice in that video that the higher cl_interp is the worse it is. 0.030 looks mostly fine, 0.100 is terrible, and 0.500 is abysmal. So since higher settings are worse for the game you should clearly set it to 0 so that it doesn't lie to you.

Additionally, the description of that video states to do exactly the same as what I'm saying.
1. Set cl_interp to 0 (so that the game will look at cl_interp_ratio instead).
2. Set cl_interp_ratio to 2, unless you have a very good reason to use a different value. (Bump it up to 3 if your net connection is bad enough that you're still having problems at 2. Drop it down to 1 _only_ if you actually know what you're doing and why you're doing it.)

An interp ratio of 2 enables the game to compensate for 1 consecutive dropped packet. A ratio of 3 enables the game to compensate for 2 consecutive dropped packets, and a ratio of 4 allows for up to 3 consecutive dropped packets, and so forth.

Lowering the ratio to 1 (the effective minimum) can be desirable, particularly when playing non-hitscan classes, because it reduces the artificial interpolation lag you experience from 30 ms down to 15 ms. But it comes at a big cost, because you remove the ability for the game to cope with even small amounts of jitter or packet loss without resorting to extrapolation. (It is possible to set up your game configuration to use different interp ratios when you play different classes. But that's beyond the scope of this wall-of-text; Google is your friend.)
Ass exploder Mar 13, 2020 @ 4:26am 
Originally posted by Rando the Crit Clown:
Originally posted by Abdil:

https://www.youtube.com/watch?v=M2mBNz4NvGc

this video shows me how "Accuratley" cl_interp 0.030 is for projectile which i don't quite understand, because i am pretty sure 0.033 is for hitscan, but seems 0.030 is?
That video shows you that cl_interp causes "the actual hit detection and most aspects of the death [to] occur with no delay; whereas the visual locations of the Demoman and the arrow both lag behind reality by exactly the interp time".

You'll notice in that video that the higher cl_interp is the worse it is. 0.030 looks mostly fine, 0.100 is terrible, and 0.500 is abysmal. So since higher settings are worse for the game you should clearly set it to 0 so that it doesn't lie to you.

Additionally, the description of that video states to do exactly the same as what I'm saying.
1. Set cl_interp to 0 (so that the game will look at cl_interp_ratio instead).
2. Set cl_interp_ratio to 2, unless you have a very good reason to use a different value. (Bump it up to 3 if your net connection is bad enough that you're still having problems at 2. Drop it down to 1 _only_ if you actually know what you're doing and why you're doing it.)

An interp ratio of 2 enables the game to compensate for 1 consecutive dropped packet. A ratio of 3 enables the game to compensate for 2 consecutive dropped packets, and a ratio of 4 allows for up to 3 consecutive dropped packets, and so forth.

Lowering the ratio to 1 (the effective minimum) can be desirable, particularly when playing non-hitscan classes, because it reduces the artificial interpolation lag you experience from 30 ms down to 15 ms. But it comes at a big cost, because you remove the ability for the game to cope with even small amounts of jitter or packet loss without resorting to extrapolation. (It is possible to set up your game configuration to use different interp ratios when you play different classes. But that's beyond the scope of this wall-of-text; Google is your friend.)

Great, thanks
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Date Posted: Mar 12, 2020 @ 1:56pm
Posts: 7