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Shots that are clearly headshots still miss?
posted in Q/A Help
1
#1
0 Frags +

I've recently been experiencing some frustration, as my shots which are near clearly headshots (with ambassador as an example) don't register. I do have a custom config.

cl_cmdrate 67
cl_interp .0152
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000

If i turn off lag compensation the shots will then register a bit better, but they count as bodyshots, not headshots.

Example here, which is on an offline server

http://www.youtube.com/watch?v=OcDEec69sRU&feature=youtu.be

The only thing i could assume the issue is is that i have both interp and interp ratio, but it seems removing either doesnt make a difference either, so i feel stumped. Same with projectiles, which feel like they aren't being affected by the config either. Like the config is working but the game ignores it. I've had a custom config for a few years but i've messed with it now and then.

I've recently been experiencing some frustration, as my shots which are near clearly headshots (with ambassador as an example) don't register. I do have a custom config.

cl_cmdrate 67
cl_interp .0152
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000

If i turn off lag compensation the shots will then register a bit better, but they count as bodyshots, not headshots.

Example here, which is on an offline server

[youtube]http://www.youtube.com/watch?v=OcDEec69sRU&feature=youtu.be[/youtube]

The only thing i could assume the issue is is that i have both interp and interp ratio, but it seems removing either doesnt make a difference either, so i feel stumped. Same with projectiles, which feel like they aren't being affected by the config either. Like the config is working but the game ignores it. I've had a custom config for a few years but i've messed with it now and then.
2
#2
9 Frags +

ambassador is only accurate first shot unless you wait the full reset time of 0.95s between each shot and the head hitbox is very small and actually trails behind the head, not in front like where you're aiming in the video

ambassador is only accurate first shot unless you wait the full reset time of 0.95s between each shot and the head hitbox is very small and actually trails behind the head, not in front like where you're aiming in the video
3
#3
27 Frags +

walkway has fucked up hitboxes, it doesnt use the normal walking hitbox

walkway has fucked up hitboxes, it doesnt use the normal walking hitbox
4
#4
2 Frags +

also what lunacide said i completely forgot about that

also what lunacide said i completely forgot about that
5
#5
0 Frags +
downpourambassador is only accurate first shot unless you wait the full reset time of 0.95s between each shot and the head hitbox is very small and actually trails behind the head, not in front like where you're aiming in the video

I didn't know that one! Learn something every day.

Lunacidewalkway has fucked up hitboxes, it doesnt use the normal walking hitbox

Yeah, tried on other maps and it looks like it. interesting, The only other thing i noticed is that my projectiles feel an ounce lagged behind, notably with pipes. Is there a more ideal config to switch to for projectiles, or a more rounded one for both? or is it mostly just a matter or connection

[quote=downpour]ambassador is only accurate first shot unless you wait the full reset time of 0.95s between each shot and the head hitbox is very small and actually trails behind the head, not in front like where you're aiming in the video[/quote]

I didn't know that one! Learn something every day.

[quote=Lunacide]walkway has fucked up hitboxes, it doesnt use the normal walking hitbox[/quote]

Yeah, tried on other maps and it looks like it. interesting, The only other thing i noticed is that my projectiles feel an ounce lagged behind, notably with pipes. Is there a more ideal config to switch to for projectiles, or a more rounded one for both? or is it mostly just a matter or connection
6
#6
6 Frags +

tf2 is entirely a matter of connection

tf2 is entirely a matter of connection
7
#7
-6 Frags +

Which team do u think will make i55 and what drama do u think will happen lol, remember last year with the guy pissing off seagull

Which team do u think will make i55 and what drama do u think will happen lol, remember last year with the guy pissing off seagull
8
#8
6 Frags +
flyingbuddyWhich team do u think will make i55 and what drama do u think will happen lol, remember last year with the guy pissing off seagull

wrong thread

[quote=flyingbuddy]Which team do u think will make i55 and what drama do u think will happen lol, remember last year with the guy pissing off seagull[/quote] wrong thread
9
#9
2 Frags +

https://www.youtube.com/watch?v=CPOBh_tp7pU

[youtube]https://www.youtube.com/watch?v=CPOBh_tp7pU[/youtube]
10
#10
9 Frags +

https://www.youtube.com/watch?v=Yatry3cGKB0

https://www.youtube.com/watch?v=Yatry3cGKB0
11
#11
0 Frags +
PunchyThe only other thing i noticed is that my projectiles feel an ounce lagged behind, notably with pipes. Is there a more ideal config to switch to for projectiles, or a more rounded one for both? or is it mostly just a matter or connection

using a wireless connection..?
because projectiles should never 'lag behind'. so if your ping is low, and stable, there's something up with your connection (probably not config-related, since your settings are solid for a good connection).

and, since you said "feel": check what your snd_mixahead is set to. if it's set to 0.1, then try 0.05.
(all your shots will feel more instantaneous if the audible-feedback is heard sooner. changing this command is worth it for anybody.)

also, cl_interp might as well be 0. it gets ignored unless it's higher than cl_interp_ratio / cl_updaterate,
and .0152 is the lowest interp possible in tf2.
anyway: don't turn off lag compensation.
one thing you could try is setting cl_interp_ratio to 2, and see if that gives you more consistency.

[quote=Punchy]
The only other thing i noticed is that my projectiles feel an ounce lagged behind, notably with pipes. Is there a more ideal config to switch to for projectiles, or a more rounded one for both? or is it mostly just a matter or connection[/quote]

using a wireless connection..?
because projectiles should never 'lag behind'. so if your ping is low, and stable, there's something up with your connection (probably not config-related, since your settings are solid for a good connection).

and, since you said "feel": check what your snd_mixahead is set to. if it's set to 0.1, then try 0.05.
(all your shots will feel more instantaneous if the audible-feedback is heard sooner. changing this command is worth it for anybody.)

also, cl_interp might as well be 0. it gets ignored unless it's higher than cl_interp_ratio / cl_updaterate,
and .0152 is the lowest interp possible in tf2.
anyway: don't turn off lag compensation.
one thing you could try is setting cl_interp_ratio to 2, and see if that gives you more consistency.
12
#12
0 Frags +

projectiles always lag behind by the amount of your interp + latency
if they really feel bad check your interp in net graph to make sure its set correctly

Bucakealso, cl_interp might as well be 0. it gets ignored unless it's higher than cl_interp_ratio / cl_updaterate, and .0152 is the lowest interp possible in tf2.

if the rates are set to 67, like he has, then cl_interp 0 will make it below 0.0152 which is bad news bears for hitreg.
I think cl_interp 0 is a lazy setting, potentially bad

projectiles always lag behind by the amount of your interp + latency
if they really feel bad check your interp in net graph to make sure its set correctly

[quote=Bucake]also, cl_interp might as well be 0. it gets ignored unless it's higher than cl_interp_ratio / cl_updaterate, and .0152 is the lowest interp possible in tf2.[/quote]
if the rates are set to 67, like he has, then cl_interp 0 will make it below 0.0152 which is bad news bears for hitreg.
I think cl_interp 0 is a lazy setting, potentially bad
13
#13
-1 Frags +
wonderlandprojectiles always lag behind by the amount of your interp + latency
if they really feel bad check your interp in net graph to make sure its set correctly
Bucakealso, cl_interp might as well be 0. it gets ignored unless it's higher than cl_interp_ratio / cl_updaterate, and .0152 is the lowest interp possible in tf2.if the rates are set to 67, like he has, then cl_interp 0 will make it below 0.0152 which is bad news bears for hitreg.
I think cl_interp 0 is a lazy setting, potentially bad

Firstly, he has cl_interp_ratio set and tf2 discards the smaller value anyway, secondly setting both interp and interp ratio to 0 just defaults it to 15.2ms interp, you can't go any lower no matter what netgraph says lol.

[quote=wonderland]projectiles always lag behind by the amount of your interp + latency
if they really feel bad check your interp in net graph to make sure its set correctly

[quote=Bucake]also, cl_interp might as well be 0. it gets ignored unless it's higher than cl_interp_ratio / cl_updaterate, and .0152 is the lowest interp possible in tf2.[/quote]
if the rates are set to 67, like he has, then cl_interp 0 will make it below 0.0152 which is bad news bears for hitreg.
I think cl_interp 0 is a lazy setting, potentially bad[/quote]
Firstly, he has cl_interp_ratio set and tf2 discards the smaller value anyway, secondly setting both interp and interp ratio to 0 just defaults it to 15.2ms interp, you can't go any lower no matter what netgraph says lol.
14
#14
4 Frags +

omg this argument again?

nopeFirstly, he has cl_interp_ratio set and tf2 discards the smaller value anyway

I'm well aware that he has interp ratio 1. The calculation is interp ratio divided by updaterate to get interp.
1/66 = 0.015152

like I said if his rates are 67 then we get
1/67 = 0.014925

nopesecondly setting both interp and interp ratio to 0 just defaults it to 15.2ms interp, you can't go any lower no matter what netgraph says lol.

okay so you ignore netgraph AND CONSOLE.
can you prove it then?

(ps: your post is pretty amusing cause the only way you get 15.2ms is when a lower number, 15.151, is rounded up in netgraph :^))

omg this argument again?
[quote=nope]
Firstly, he has cl_interp_ratio set and tf2 discards the smaller value anyway[/quote]

I'm well aware that he has interp ratio 1. The calculation is interp ratio divided by updaterate to get interp.
1/66 = 0.015152

like I said if his rates are 67 then we get
1/67 = 0.014925

[quote=nope]secondly setting both interp and interp ratio to 0 just defaults it to 15.2ms interp, you can't go any lower no matter what netgraph says lol.[/quote]
okay so you ignore netgraph AND CONSOLE.
can you prove it then?

(ps: your post is pretty amusing cause the only way you get 15.2ms is when a lower number, 15.151, is rounded up in netgraph :^))
15
#15
1 Frags +

https://www.youtube.com/watch?v=O6cH6mxjltQ

[youtube]https://www.youtube.com/watch?v=O6cH6mxjltQ[/youtube]
16
#16
0 Frags +

welcome to the game

welcome to the game
17
#17
6 Frags +

https://www.youtube.com/watch?v=lODqlUQD3b8

[youtube]https://www.youtube.com/watch?v=lODqlUQD3b8[/youtube]
18
#18
-6 Frags +
wonderlandI'm well aware that he has interp ratio 1. The calculation is
interp ratio divided by updaterate to get interp.
1/66 = 0.015152
like I said if his rates are 67 then we get
1/67 = 0.014925

His rates can't be 67. From the Valve Dev Wiki:

The snapshot update rate is limited by the server tickrate, a server can't send more then one update per tick. So for a tickrate 66 server, the highest client value for cl_updaterate would be 66. The following servers tickrate cannot be altered as changing this causes server timing issues.
Tickrate 66
Counter Strike: Source
Day of Defeat: Source
Team Fortress 2
wonderlandokay so you ignore netgraph AND CONSOLE.
can you prove it then?

Yes.

Valve Dev WikiYou can set cl_interp to 0 and still have a safe amount of interp.

Moral of the story:

Valve Dev WikiDon't change console settings unless you are 100% sure what you are doing

Oh btw you only get

wonderland1/66 = 0.015152

wonderlandwhen a lower number,

15.151515...

wonderlandis rounded up
[quote=wonderland]I'm well aware that he has interp ratio 1. The calculation is
interp ratio divided by updaterate to get interp.
1/66 = 0.015152
like I said if his rates are 67 then we get
1/67 = 0.014925[/quote]

His rates can't be 67. From the [url=https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking]Valve Dev Wiki[/url]:

[quote]The snapshot update rate is limited by the server tickrate, a server can't send more then one update per tick. So for a tickrate 66 server, the highest client value for cl_updaterate would be 66. [/quote]

[quote]The following servers tickrate cannot be altered as changing this causes server timing issues.
[u]Tickrate 66[/u]
Counter Strike: Source
Day of Defeat: Source
[b]Team Fortress 2[/b][/quote]

[quote=wonderland]okay so you ignore netgraph AND CONSOLE.
can you prove it then?[/quote]

Yes.

[quote=Valve Dev Wiki]You can set cl_interp to 0 and still have a safe amount of interp.[/quote]

Moral of the story:

[quote=Valve Dev Wiki][b]Don't change console settings unless you are 100% sure what you are doing[/b][/quote]

Oh btw you only get [quote=wonderland]1/66 = 0.015152[/quote] [quote=wonderland]when a lower number,[/quote] 15.151515... [quote=wonderland]is rounded up[/quote]
19
#19
2 Frags +

tf2's tickrate is actually 66.666 per second or 200 per 3 seconds, so an interp of exactly 15ms is "ideal" on a literally perfect connection (good lans)

the default net rates limit is 66 but some servers set it to 67

and yes nope the client does actually think its interp is as low as whatever you set it to if you make your rates crazy high. l4d2 had a wellknown lag compensation bug about it and checking netgraph to see if your interp was turning yellow on a listen server was the check.

tf2's tickrate is actually 66.666 per second or 200 per 3 seconds, so an interp of exactly 15ms is "ideal" on a literally perfect connection (good lans)

the default net rates limit is 66 but some servers set it to 67

and yes nope the client does actually think its interp is as low as whatever you set it to if you make your rates crazy high. l4d2 had a wellknown lag compensation bug about it and checking netgraph to see if your interp was turning yellow on a listen server was the check.
20
#20
0 Frags +
nope*stuff*

his rates are whatever he set them to.
tf2 rounds your interp to 6 decimals, also good job taking my quotes out of context.

please just stop my brain hurts

wareyaand yes nope the client does actually think its interp is as low as whatever you set it to if you make your rates crazy high.

this

[quote=nope]*stuff*[/quote]
his rates are whatever he set them to.
tf2 rounds your interp to 6 decimals, also good job taking my quotes out of context.

please just stop my brain hurts

[quote=wareya]
and yes nope the client does actually think its interp is as low as whatever you set it to if you make your rates crazy high.[/quote]
this
21
#21
0 Frags +
TechDudehttps://www.youtube.com/watch?v=O6cH6mxjltQ

isn't this just normal scout hitboxes

[quote=TechDude]https://www.youtube.com/watch?v=O6cH6mxjltQ[/quote]

isn't this just normal scout hitboxes
22
#22
-2 Frags +

Oh shit to my post above I posted it in the wrong thread, was ment to go in randos AMA LOL

Oh shit to my post above I posted it in the wrong thread, was ment to go in randos AMA LOL
23
#23
-1 Frags +

http://youtu.be/bO7U_a8BOBo

[youtube]http://youtu.be/bO7U_a8BOBo[/youtube]
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