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Interp and lerp
posted in Q/A Help
1
#1
0 Frags +

Ok so i basically know the jist of the interps that help hitscan and projectile weapons.

Such as cl_interp 0.0152 can give you the lerp of 15.2

But today I changed up my cl_updaterate to 128 and my cl_cmdrate to 67 and i wanted to see if i can go lower.

I put cl_interp 0.0078 and i got 7.8

Is 7.8 a good lerp to be using at, I also can do a lerp of 14.9 but is 7.8 usable as to of lerp of 15.2?

Ok so i basically know the jist of the interps that help hitscan and projectile weapons.

Such as cl_interp 0.0152 can give you the lerp of 15.2

But today I changed up my cl_updaterate to 128 and my cl_cmdrate to 67 and i wanted to see if i can go lower.

I put cl_interp 0.0078 and i got 7.8

Is 7.8 a good lerp to be using at, I also can do a lerp of 14.9 but is 7.8 usable as to of lerp of 15.2?
2
#2
2 Frags +
Setsul#9
the server only runs at 66 tickrate and sv_maxupdaterate will be set to 66 as well.
So it can't and it won't send packets sooner or more often.

What this means is that everything below 15.2 lerp is a placebo.

I personally can confirm that using <15.2 lerp makes player models jittery sometimes.

[quote=Setsul]#9
the server only runs at 66 tickrate and sv_maxupdaterate will be set to 66 as well.
So it can't and it won't send packets sooner or more often. [/quote]
What this means is that everything below 15.2 lerp is a placebo.

I personally can confirm that using <15.2 lerp makes player models jittery sometimes.
3
#3
1 Frags +

Changing you interp isn't about improving your aim with hitscan, rather, it's about reaction time.

TF2 deliberately delays a game tick (effectively adding 1/66th of a second to your ping) to account for random network jitter that would cause players to warp on your screen (which would harm your hitscan aim). However, it's considered less important for rockets, pipes, healing, etc, so some players remove that delay for those weapons, sacrificing a smoother game for better reaction time.

TF2 tick rate is fixed at 66 ticks per second, so nothing you can do with your networks stuff will change which of the 2 common interp settings you should go with.

Changing you interp isn't about improving your aim with hitscan, rather, it's about reaction time.

TF2 deliberately delays a game tick (effectively adding 1/66th of a second to your ping) to account for random network jitter that would cause players to warp on your screen (which would harm your hitscan aim). However, it's considered less important for rockets, pipes, healing, etc, so some players remove that delay for those weapons, sacrificing a smoother game for better reaction time.

TF2 tick rate is fixed at 66 ticks per second, so nothing you can do with your networks stuff will change which of the 2 common interp settings you should go with.
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