Tested it and got a gigantic and ridiculous amount of headshots, please fix this.
DKTested it and got a gigantic and ridiculous amount of headshots, please fix this.
I tested it in some really bad pub and while I couldn't hit shit as Sniper (unless there was a lot of distance between me and someone) I tried it on Ambassador Spy and I'm convinced that if you are vaguely competent and capable of toggling this properly it will instantly make you the greatest Ambassador spy in the universe.
I tested it in some really bad pub and while I couldn't hit shit as Sniper (unless there was a lot of distance between me and someone) I tried it on Ambassador Spy and I'm convinced that if you are vaguely competent and capable of toggling this properly it will instantly make you the greatest Ambassador spy in the universe.
and everyone laughed at me when I kept telling them to check their interp
BLoodSireand everyone laughed at me when I kept telling them to check their interp
-AA- secrets...
-AA- secrets...
lol if only... I change interp like I change socks, but I always keep it within the 0-.1 range, so I never discovered this. In fact just until the other day I was unaware you could change interp_ratio by decimal value. I always thought it was either 1 or 2 :/
decimal interp_ratios are the way to go bro
the "standard" cl_interp 0.033 is the same as cl_interp_ratio 2.2 with comp rates (66)
the "standard" cl_interp 0.033 is the same as cl_interp_ratio 2.2 with comp rates (66)
btw you can use this exploit to backstab people who are behind you if they were backpedaling
There's been a new update to CS:GO which fixes this issue. I guess it'll be pushed to us soon.
I've been using this exploit for a long time and just for pub fun.. The first time i noticed this is when i was testing interp with bots in koth_viaduct and trying to chance interp on the fly, but i was my dirty secret. I never used it in any match because its very noticeable in pov demos.
I bet there's people who know about this exploit for years but its not the kind of things you share with other people.
I bet there's people who know about this exploit for years but its not the kind of things you share with other people.
FearlessThere's been a new update to CS:GO which fixes this issue. I guess it'll be pushed to us soon.
CSGO update only allows interp changes when not playing so GG switching hitscan/projectile interps if it comes to us.
CSGO update only allows interp changes when not playing so GG switching hitscan/projectile interps if it comes to us.
Just tried this in CS:S, 1deags are insanely easy.
TwilitlordFearlessThere's been a new update to CS:GO which fixes this issue. I guess it'll be pushed to us soon.
CSGO update only allows interp changes when not playing so GG switching hitscan/projectile interps if it comes to us.
noooooooooooooooooooo
CSGO update only allows interp changes when not playing so GG switching hitscan/projectile interps if it comes to us.[/quote]
noooooooooooooooooooo
how much does changing your interp and stuff actually help with hitscan
ive always used default
ive always used default
Using a toggle seam like a pretty bad idea to me, I'd use a +/- bind:
alias +int "cl_interp .5;"
alias -int "cl_interp .033;"
bind SHIFT "+int"
So it sets the interp to .5 when you press shift and resets it when you release shift. :)
[code]
alias +int "cl_interp .5;"
alias -int "cl_interp .033;"
bind SHIFT "+int"
[/code]
So it sets the interp to .5 when you press shift and resets it when you release shift. :)
i dunno what it is about interp but misinformation abound lest that magical word ever appear in a thread
hit registration in an online setting is a shitstorm that mainly revolves around your fluctuating ping and packet loss in addition to whether or not the server involved is a piece of shit
this is why LAN is amazing and people with consistent 2-20ms ping times are the privileged aristocrats of lag compensated gaming compared to us low-class 50-100ms peasants
interpolation is such a small piece of the hit registration puzzle that it blows my mind people have categorized different interp settings. the video in the OP shows that interpolation (no matter its length) is always calculated into hit registration the same way by the server, meaning you can leave it constant and experience absolutely no difference in hit registration. the lurch or freezing of the player model when the exploit occurs is due to the significant change (400+ ms of aim time) in client rendering time and actual client time
therefore, locking interp settings while you're in a server is a good solution to this exploit that will not change anything for your hit registration
optimal interp settings FOR EVERY CLASS in online play (assuming your connection isn't shit) are
cl_interp 0
cl_interp_ratio 1
if your connection experiences regular packet loss (or if you're a pussy)
cl_interp 0
cl_interp_ratio 2
go read about it for yourself at https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
hit registration in an online setting is a shitstorm that mainly revolves around your fluctuating ping and packet loss in addition to whether or not the server involved is a piece of shit
this is why LAN is amazing and people with consistent 2-20ms ping times are the privileged aristocrats of lag compensated gaming compared to us low-class 50-100ms peasants
interpolation is such a small piece of the hit registration puzzle that it blows my mind people have categorized different interp settings. the video in the OP shows that interpolation (no matter its length) is always calculated into hit registration the same way by the server, meaning you can leave it constant and experience absolutely no difference in hit registration. the lurch or freezing of the player model when the exploit occurs is due to the significant change (400+ ms of aim time) in client rendering time and actual client time
therefore, locking interp settings while you're in a server is a good solution to this exploit that will not change anything for your hit registration
optimal interp settings FOR EVERY CLASS in online play (assuming your connection isn't shit) are
cl_interp 0
cl_interp_ratio 1
if your connection experiences regular packet loss (or if you're a pussy)
cl_interp 0
cl_interp_ratio 2
go read about it for yourself at https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
fourUsing a toggle seam like a pretty bad idea to me, I'd use a +/- bind:
So it sets the interp to .5 when you press shift and resets it when you release shift. :)alias +int "cl_interp .5;" alias -int "cl_interp .033;" bind SHIFE "+int"
In case anyone tries that and doesn't know why it doesn't work, the shift is spelled incorrectly. Here's it again:
alias +int "cl_interp .5;"
alias -int "cl_interp .033;"
bind SHIFT "+int"
[code]
alias +int "cl_interp .5;"
alias -int "cl_interp .033;"
bind SHIFE "+int"
[/code]
So it sets the interp to .5 when you press shift and resets it when you release shift. :)[/quote]
In case anyone tries that and doesn't know why it doesn't work, the shift is spelled incorrectly. Here's it again:
alias +int "cl_interp .5;"
alias -int "cl_interp .033;"
bind SHIFT "+int"
wareyadecimal interp_ratios are the way to go bro
the "standard" cl_interp 0.033 is the same as cl_interp_ratio 2.2 with comp rates (66)
The problem is that some server have set the max for cl_interp_ratio to 1 D:
the "standard" cl_interp 0.033 is the same as cl_interp_ratio 2.2 with comp rates (66)[/quote]
The problem is that some server have set the max for cl_interp_ratio to 1 D:
i think there was a guy on the other team doing this thing to me, while i was doing it
it got awkward
it got awkward
instead of calling good snipers hackers people now say "that sniper is using the interp exploit"
SolidSpeerlaiyewareyadecimal interp_ratios are the way to go broThe problem is that some server have set the max for cl_interp_ratio to 1 D:
the "standard" cl_interp 0.033 is the same as cl_interp_ratio 2.2 with comp rates (66)
That's because whoever configured the server doesn't understand the setting
Teaching the server owners about it (namely it doesn't do jack shit about "interping" and fucks over people with legit configs) and making them bother to fix it is the only way you can really fix that
the "standard" cl_interp 0.033 is the same as cl_interp_ratio 2.2 with comp rates (66)[/quote]
The problem is that some server have set the max for cl_interp_ratio to 1 D:[/quote]
That's because whoever configured the server doesn't understand the setting
Teaching the server owners about it (namely it doesn't do jack shit about "interping" and fucks over people with legit configs) and making them bother to fix it is the only way you can really fix that
mebinterpolation is such a small piece of the hit registration puzzle that it blows my mind people have categorized different interp settings. the video in the OP shows that interpolation (no matter its length) is always calculated into hit registration the same way by the server, meaning you can leave it constant and experience absolutely no difference in hit registration. the lurch or freezing of the player model when the exploit occurs is due to the significant change (400+ ms of aim time) in client rendering time and actual client time
therefore, locking interp settings while you're in a server is a good solution to this exploit that will not change anything for your hit registration
Excuse me.
myselfWhy don't you have perfect hit registration, then? Why can things be jittery and hard to hit? There are usually two things to blame here: Jitter and Packet Loss, one of which is from earlier.
Packet loss is when messages between client and server and dropped alltogether. Jitter is how they always come at slightly different latencies - variable ping.
Packet loss makes the world stop for a moment before it keeps going. Jitter makes things move at slightly but rapidly changing rates. Both make things harder to hit.
Fortunately, Source Engine provides a nice way to minimize their effects on how smooth the game looks: interp.
[. . .]
How interp works is like this: The client recieves a certain number of messages in advance of what it shows you, and looks a certain distance into the past to render stuff. It's long and complicated, but the effect is that it slides to the newest update as it's ready in order to keep things smooth. (Really, it's a very complicated topic and it's somewhat better explained here: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entity_interpolation)
So, when updates come at jittery intervals (if you took a ruler and moved every notch a short random distance it would be jittery), higher interps reduce the effective jitter by lowering the ratio of "random" time offsets to "real" time offsets. If that doesn't make sense, I'll put it a different way: You know how the difference between a two year old and a five year old is a lot more than the difference between a 20 and a 23? It's something like that.
therefore, locking interp settings while you're in a server is a good solution to this exploit that will not change anything for your hit registration[/quote]
Excuse me.
[quote=myself]Why don't you have perfect hit registration, then? Why can things be jittery and hard to hit? There are usually two things to blame here: [b]Jitter [/b]and Packet Loss, one of which is from earlier.
Packet loss is when messages between client and server and dropped alltogether. [b]Jitter is how they always come at slightly different latencies - variable ping.[/b]
Packet loss makes the world stop for a moment before it keeps going. [b]Jitter makes things move at slightly but rapidly changing rates. Both make things harder to hit.[/b]
Fortunately, Source Engine provides a nice way to minimize their effects on how smooth the game looks: interp.
[. . .]
How interp works is like this: The client recieves a certain number of messages in advance of what it shows you, and looks a certain distance into the past to render stuff. It's long and complicated, but the effect is that it slides to the newest update as it's ready in order to keep things smooth. (Really, it's a very complicated topic and it's somewhat better explained here: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entity_interpolation)
So, [b]when updates come at jittery intervals [/b](if you took a ruler and moved every notch a short random distance it would be jittery), [b]higher interps reduce the effective jitter [/b]by lowering the ratio of "random" time offsets to "real" time offsets. If that doesn't make sense, I'll put it a different way: You know how the difference between a two year old and a five year old is a lot more than the difference between a 20 and a 23? It's something like that.[/quote]
idk why you're building up a straw man when we both agree on the same things. your post also doesn't address hit registration itself but how player model positions are smoothly rendered on the client
if your internet sucks use 2/66 or even 3/66 if you want to be an extra 30ms behind the server (enjoy those projectiles)
if your internet sucks use 2/66 or even 3/66 if you want to be an extra 30ms behind the server (enjoy those projectiles)
ok tbh i dunno why i keep arguing with people about interp so instead i will just say that yes you are right i like you here is a cool post by smaka to unite us all as one
smakersMost of you are severely missing the mark. Interp can be useful if your connection is a complete piece of crap. If your connection is decent, stop screwing with interp, take a breath, slow down, and hit your shots. There is no magical interp setting that's going to make you better at aiming, and even if your interp isn't """"ideal"""", it's not going to make a huge difference.
If you consistently think you have bad hit registration, you fall into one of these categories:
1. You're on a terrible internet connection and interp might -marginally- help you.
2. You're on a terrible server and interp might -marginally- help you.
3. You're missing your shots and lying to yourself.
Most people fall into category 3.
[quote=smakers]Most of you are severely missing the mark. Interp can be useful if your connection is a complete piece of crap. If your connection is decent, stop screwing with interp, take a breath, slow down, and hit your shots. There is no magical interp setting that's going to make you better at aiming, and even if your interp isn't """"ideal"""", it's not going to make a huge difference.
If you consistently think you have bad hit registration, you fall into one of these categories:
1. You're on a terrible internet connection and interp might -marginally- help you.
2. You're on a terrible server and interp might -marginally- help you.
3. You're missing your shots and lying to yourself.
Most people fall into category 3.[/quote]
Eric SmithCan we get a confirmation if you guys are working on addressing the cl_interp exploit?Yes, we’re working on it.
_pilger
-Eric
_pilger[/quote]
Yes, we’re working on it.
-Eric
[/quote]
www.teamfortress.com/post.php?id=10798
Network interpolation and update convars can no longer be changed when playing. To configure these convars, players must not be connected to a server or must join the spectators
Is this a solution?
[quote]Network interpolation and update convars can no longer be changed when playing. To configure these convars, players must not be connected to a server or must join the spectators[/quote]
Is this a solution?
shrtwww.teamfortress.com/post.php?id=10798
Network interpolation and update convars can no longer be changed when playing. To configure these convars, players must not be connected to a server or must join the spectatorsIs this a solution?
That's the one.
[quote]Network interpolation and update convars can no longer be changed when playing. To configure these convars, players must not be connected to a server or must join the spectators[/quote]
Is this a solution?[/quote]
That's the one.
sinnerCan you not change your interp when you switch classes now? If so that's really dumb.
yep.
Can't change interp when going hitscan classes, fuuuuuu
Oh well, I guess I could always just switch to spectator whenever I switch to a hitscan class
I mean the other team would definitely not know whenever I offclassed
and I'd start ghosting debates
yep.
Can't change interp when going hitscan classes, fuuuuuu
Oh well, I guess I could always just switch to spectator whenever I switch to a hitscan class
I mean the other team would definitely not know whenever I offclassed
and I'd start ghosting debates