Left 4 Dead 2

Left 4 Dead 2

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najdorf Jun 2, 2019 @ 1:12pm
cl_interp 0 or 1, cl_interp_ratio 1 or 2 ?
which should be
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Showing 1-10 of 10 comments
Don't use cl_interp 1 unless you want to be 500 miliseconds behind ingame.
Blueface Jun 2, 2019 @ 2:20pm 
cl_interp 5 for tf2 only
sʜᴀ Jun 2, 2019 @ 2:33pm 
Literally none. All those values are wrong
$pirit Jun 2, 2019 @ 3:13pm 
Heres all u need to know

cl_interp 0.0167
Originally posted by 24RUS Аутист:
cl_interp 5 for tf2 only

Pro main weeaboo Spy in a nutshell
Storm 死 Jun 2, 2019 @ 5:07pm 
kl
bəar Jun 2, 2019 @ 5:14pm 
rate 100000;cl_cmdrate 100;cl_updaterate 100;cl_interp 0.0167;cl_interp_ratio -1
najdorf Jun 3, 2019 @ 10:52am 
Originally posted by ################################:
Literally none. All those values are wrong
why
Blaquicat Jun 3, 2019 @ 11:20am 
Originally posted by is that KEZZ╰_╯:
Originally posted by ################################:
Literally none. All those values are wrong
why
Because technically, you should use only one of them..

cl_interp_ratio : 2.0 : , "user", "cl" : Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).

If you use cl_interp_ratio, it will override what you have on cl_interp, as you can see in the command description.

Best bet:
rate 0;cl_cmdrate 150;cl_updaterate 150;cl_interp 0.0167;cl_interp_ratio -1
cl_interp_ratio -1 disables the ratio, and enables the interp, so you can direct set the lerp you want.
Note that 1 is a second, 0,1 = 100ms (default value)
The "correct" value is the same as your ping, to a smooth gameplay, people usually put at minimum to faster response from the game, at the cost of suttering and such.

rate 0 means unlimited, or rated by the server maxrate.
updaterate you can push it high, like 500 if you want, the server will limit to its max value.

Even with buffed values the game will barely reach ~1mbps, the game is old and not very demanding.
Last edited by Blaquicat; Jun 3, 2019 @ 11:21am
Originally posted by is that KEZZ╰_╯:
Originally posted by ################################:
Literally none. All those values are wrong
why

cl_interp is basically lerp. Lerp is a delay. For example, at 100 ms lerp, you are effectively 100 ms behind. If you use cl_interp 0, there will be very little to no delay. (Official Valve servers have a limit of 10.0 ms, other servers may or may not, some don't allow lerp changes at all).

You can notice a significant difference of changing your lerp settings when you're deadstopping hunters. If is incredibly inefficient to deadstop a hunter at 100.0 MS because by the time the hunter comes into the section where you're supposed to shove in order to dead stop him, he's already passed you, imagine an imaginary hitbox that is always ahead of where the hunter actually is, in effect, 100.0 ms means he is 100.0 ms ahead of where the hunter is displayed on the screen.

Lowering this gives you more correct information. Increasing lerp means you'll be behind more.

You can get a sense of how lerp and connections affect gameplay by trying to deadstop hunters in single player. 90% of the time, you'll be able to deadstop a hunter as it's intended because there's no lag. In L4D2 multiplayer, this is very, very poorly designed. It's the same reason why you miss sniper shots as a hunter is flying towards you because you're being recieved incorrect information.

Though, lowering your lerp may make zombies jagger and lag around, you need to fiddle with cl_interp to what your connection can handle.

As for cl_interp_ratio, no idea what that is.
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Date Posted: Jun 2, 2019 @ 1:12pm
Posts: 10