What interp will make your shots hit.
projectile .0152
hitscan .033-.08 based on your ping to the server
read the netcode shit in chris's fps configs
hitscan .033-.08 based on your ping to the server
read the netcode shit in chris's fps configs
Aren't all the connection settings locked in ESEA anyway?
it's impossible for a server to restrict cl_interp without slowhacking right now (cl_interp_ratio can still be restricted)
seanbudprojectile .0152
hitscan .033-.08 based on your ping to the server
read the netcode shit in chris's fps configs
real quick: low interp best for lower ping?
in the hitscan range i mean
hitscan .033-.08 based on your ping to the server
read the netcode shit in chris's fps configs[/quote]
real quick: low interp best for lower ping?
in the hitscan range i mean
usually yes
it actually depends on jitter, not ping, but they're usually correlated
it actually depends on jitter, not ping, but they're usually correlated
seanbudread the netcode shit in chris's fps configs
I use Chris' and he just leaves it at 0 with no explanation of how anything works. I have no idea what interp means but multiple people have told me that for soldier, 0 is fine.
Would I hit more shots with .0152? How does that even work?
I use Chris' and he just leaves it at 0 with no explanation of how anything works. I have no idea what interp means but multiple people have told me that for soldier, 0 is fine.
Would I hit more shots with .0152? How does that even work?
I thought if you left it set to 0, it would find it's own value that would supposedly be the optimal value?
it just uses cl_interp_ratio if cl_interp (in real time) is lower than it (ratio, in real time)
Read enough forum posts and you'll come across plenty of elaborate proofs written by people who are convinced they know the ins-and-outs of TF2 netcode.
The truth is that after years of players fiddling with interp it has become pretty clear that 0.033 is the "correct" value for hitscan. The netcode that this game uses doesn't seem very consistent--you're just not going to do any better than that. Maybe if you play on wireless you can bump it up to 0.05. Maybe if you live in Chicago or Dallas and play every scrim and match with less than ten ping you can take it down to 0.01. But 0.033 for scout/sniper is a happy medium that works for most people most of the time.
And projectile interp doesn't matter because you can't miss with rockets anyway.
The truth is that after years of players fiddling with interp it has become pretty clear that 0.033 is the "correct" value for hitscan. The netcode that this game uses doesn't seem very consistent--you're just not going to do any better than that. Maybe if you play on wireless you can bump it up to 0.05. Maybe if you live in Chicago or Dallas and play every scrim and match with less than ten ping you can take it down to 0.01. But 0.033 for scout/sniper is a happy medium that works for most people most of the time.
And projectile interp doesn't matter because you can't miss with rockets anyway.
0.033 is only correct when your cmdrate and updaterate are set to 66 ticks per second.
sorry for the bump, but this feels relevant enough to warrant one but not enough to make a new thread.
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.
hanbrolosorry for the bump, but this feels relevant enough to warrant one but not enough to make a new thread.
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.
Why don't you try it?
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.[/quote]
Why don't you try it?
hanbrolosorry for the bump, but this feels relevant enough to warrant one but not enough to make a new thread.
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.
In all my class cfgs, I've set every hitscan weapon to one interp, and all projectiles to another interp, so that if i switch between shotty or rocket launcher, or from soldier to sniper, or scout to demo, or anything else, the interp switches. No freezes or other gameplay effects.
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.[/quote]
In all my class cfgs, I've set every hitscan weapon to one interp, and all projectiles to another interp, so that if i switch between shotty or rocket launcher, or from soldier to sniper, or scout to demo, or anything else, the interp switches. No freezes or other gameplay effects.
http://www.l4dnation.com/general-discussion/lerp-guide-v2-3-4c/
For L4D, but I doubt there's a ton of difference.
For L4D, but I doubt there's a ton of difference.
wareya0.033 is only correct when your cmdrate and updaterate are set to 66 ticks per second.
Shouldn't those be set to 66 anyway?
Shouldn't those be set to 66 anyway?
big difference #18, as apparently you can have cmd and update at 100 in l4d... those commands play a big part in determining lerp, tf2 maxes at 66
kalhohanbrolosorry for the bump, but this feels relevant enough to warrant one but not enough to make a new thread.
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.
Why don't you try it?
I did, but, because I'm at a hotel (college tripping atm) my (mac) laptop gets like 10-15 fps and stutters/lags out constantly, I couldn't tell if the stuttering was my craptop or a result of my messing with cl_interp. Good to know I can change interp without negative effect on gameplay.
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.[/quote]
Why don't you try it?[/quote]
I did, but, because I'm at a hotel (college tripping atm) my (mac) laptop gets like 10-15 fps and stutters/lags out constantly, I couldn't tell if the stuttering was my craptop or a result of my messing with cl_interp. Good to know I can change interp without negative effect on gameplay.
Wait, hitscan is more effective at a different interp than rocket launchers?
that's officially my excuse for never hitting a shot
that's officially my excuse for never hitting a shot
hanbrolosorry for the bump, but this feels relevant enough to warrant one but not enough to make a new thread.
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.
bind 1 "slot1; r_drawviewmodel 1; cl_interp 0.0152"
bind 2 "slot2; r_drawviewmodel 0; cl_interp 0.0334"
bind 3 "slot3; r_drawviewmodel 1; cl_interp 0.0334"
That's what is in my soldier.cfg file. I'm not sure what interp does to melee, but I assume it would be like hitscan.
No freezes for me, and I (obviously) hit every shot (heh).
does changing interp cause tf2 to freeze?
more specifically, should i have a script so my shotgun uses 0.033 and my rocket launcher has 0.0152? right now it's just in my soldier.cfg, so my shotty has cl_interp 0.0152 as well, which wrecks my shotty aim. it would be easy to add into my already existing crosshair switching script, just need to know if/how it will affect my gameplay negatively. gracias.[/quote]
bind 1 "slot1; r_drawviewmodel 1; cl_interp 0.0152"
bind 2 "slot2; r_drawviewmodel 0; cl_interp 0.0334"
bind 3 "slot3; r_drawviewmodel 1; cl_interp 0.0334"
That's what is in my soldier.cfg file. I'm not sure what interp does to melee, but I assume it would be like hitscan.
No freezes for me, and I (obviously) hit every shot (heh).
cl_updaterate should be set to the same value as cl_cmdrate. Set both to 66, unless you get choke>0, then use 40 or even lower (depending on what the server allows).
It´s way easier to use cl_interp_ratio instead of cl_interp, so just use cl_interp 0.
cl_interp_ratio 2 should give you the best hitreg with "normal" ping.
Some people like to use cl_interp_ratio 1 for projectiles because it minimizes the delay before you see the rocket and for super low ping+stable connection (LAN or living next to the server).
tl;dr
cl_updaterate 66
cl_cmdrate 66
cl_interp 0
cl_interp_ratio 2
you can use cl_interp_ratio 1 for projectiles or ping <40
basically copy chris´ configs
http://fakkelbrigade.eu/chris/configs/
It´s way easier to use cl_interp_ratio instead of cl_interp, so just use cl_interp 0.
cl_interp_ratio 2 should give you the best hitreg with "normal" ping.
Some people like to use cl_interp_ratio 1 for projectiles because it minimizes the delay before you see the rocket and for super low ping+stable connection (LAN or living next to the server).
tl;dr
cl_updaterate 66
cl_cmdrate 66
cl_interp 0
cl_interp_ratio 2
you can use cl_interp_ratio 1 for projectiles or ping <40
basically copy chris´ configs
http://fakkelbrigade.eu/chris/configs/
#22 You can use 0.0152 with scout, but considering how close 0.033 is to 0.0152, it doesn't really make a difference (plus it's hitscan). Correct me if I'm wrong, but I think people still use 0.033 because awhile back when people were figuring this stuff out, they realized that it is a good balance; "just right", so to speak.
For myself personally, if I go anything lower than 0.033, such as 0.0152 for projectiles, the numbers become orange and I think that represents packet loss(?) or something else negative. I don't entirely remember. It's either orange or yellow you have to worry about.
For myself personally, if I go anything lower than 0.033, such as 0.0152 for projectiles, the numbers become orange and I think that represents packet loss(?) or something else negative. I don't entirely remember. It's either orange or yellow you have to worry about.
I've seen many sniper using 0.1 as their interp.
Opinions?
Opinions?
#25
Yellow means that the server tickrate is less than your interpolation time. This will happen if your cl_interp_ratio < 1 (you shouldn´t use this at all) or if the server uses less than tickrate 66 (->bad server).
Orange is just a warning that you are only using less than 2 packets for interpolation (cl_interp_ratio < 2) -> interpolation issues in case of packet loss.
DO NOT USE cl_interp_ratio 1 (<2, orange) FOR HITSCAN IF YOU GET ANY PACKET LOSS.
DO NOT USE cl_interp_ratio 0.
DO NOT COMPLAIN ABOUT BAD HITREG ON BAD SERVERS (yellow).
Yellow means that the server tickrate is less than your interpolation time. This will happen if your cl_interp_ratio < 1 (you shouldn´t use this at all) or if the server uses less than tickrate 66 (->bad server).
Orange is just a warning that you are only using less than 2 packets for interpolation (cl_interp_ratio < 2) -> interpolation issues in case of packet loss.
DO NOT USE cl_interp_ratio 1 (<2, orange) FOR HITSCAN IF YOU GET ANY PACKET LOSS.
DO NOT USE cl_interp_ratio 0.
DO NOT COMPLAIN ABOUT BAD HITREG ON BAD SERVERS (yellow).
#19 No, not necessarily. If someone has a horribly choked connection then lowering the cmd/updaterates is the first thing they should do.
#26 It's reasonable. Higher interp always means better hitreg by some amount or another, if the connection to the server isn't *LAN Perfect*.
https://dl.dropbox.com/u/1811521/interp.html
#25 Orange means "there isn't enough information to smooth out animations if we lose a message". The color itself doesn't really mean much, just that if it's ever yellow on a given server you should raise your interp; it's only about packet loss, which you shouldn't run into enough to matter on a good connection to a good server.
Also, the 0.015 vs 0.033 thing is actually a pretty big deal since one is double the other... If your connection has like 20 milliseconds of jitter, that extra 15 milliseconds of interp is going to make things a lot easier on scout v scout hitreg. There are diminishing returns for softening jitter as you increase interp, though.
#26 It's reasonable. Higher interp always means better hitreg by some amount or another, if the connection to the server isn't *LAN Perfect*.
https://dl.dropbox.com/u/1811521/interp.html
#25 Orange means "there isn't enough information to smooth out animations if we lose a message". The color itself doesn't really mean much, just that if it's ever yellow on a given server you should raise your interp; it's only about packet loss, which you shouldn't run into enough to matter on a good connection to a good server.
Also, the 0.015 vs 0.033 thing is actually a pretty big deal since one is double the other... If your connection has like 20 milliseconds of jitter, that extra 15 milliseconds of interp is going to make things a lot easier on scout v scout hitreg. There are diminishing returns for softening jitter as you increase interp, though.
What's the difference between loss and choke? I don't get loss unless the server is dying but my choke seems to fluctuate between 0 and 10 using the standard chris settings.
kirby#22 You can use 0.0152 with scout, but considering how close 0.033 is to 0.0152, it doesn't really make a difference (plus it's hitscan). Correct me if I'm wrong, but I think people still use 0.033 because awhile back when people were figuring this stuff out, they realized that it is a good balance; "just right", so to speak.
33ms lerp is twice 15.2ms lerp it's not close at all. 33ms is used because at 66 tickrate it means that your interpolation time is larger than the time between 3 update packets, so if you drop one update your client still has 2 updates to interpolate with.
Fact of the matter is for 99% of people in this game aim is a bigger issue than hit reg and when ppl complain about bad reg they are usually missing and going off inaccurate sparks or something (turn sparks off u noobs)
33ms lerp is twice 15.2ms lerp it's not close at all. 33ms is used because at 66 tickrate it means that your interpolation time is larger than the time between 3 update packets, so if you drop one update your client still has 2 updates to interpolate with.
Fact of the matter is for 99% of people in this game aim is a bigger issue than hit reg and when ppl complain about bad reg they are usually missing and going off inaccurate sparks or something (turn sparks off u noobs)