So isn't cl_interp always set to the same value in comp servers in order to prevent people abusing it (I don't know how you abuse it, but I guess it's possible)? If so what is the value it is always set to? Because I'd like to make sure I always have mine set to that so I get used to those settings.
You can't really abuse cl_interp unless you want to abuse yourself. Everyone uses either 0.0152 or 0.033. 0.0152 for projectiles (mainly soldier and demo, but affects flares, huntsman, etc) and 0.033 (scout/sniper, but works the same for any hitscan). Scouts can use 0.0152 but the 15ms difference hardly matters with hitscan.
But isn't the interp forced to a certain value in comp configs or something?
No, I don't believe so. Do you mean server side configs like cevo_push (or other variants) or player configs? I'm assuming server side configs, but either way it's the same answer. I don't believe so.
The server can restrict cl_interp_ratio, which causes an effective minimum interp, but there's no way to prevent interping as CSS players know it. Source engine uses the minimum between cl_interp_ratio and cl_interp in ms. There's a L4D2 oriented sourcemod plugin that makes an announcement whenever someone changes interp during a match, though, and what values they're switching with. Using aggressive interp_ratio restrictions (setting the max to 1) just punishes people who expect one interp but get another, which totally changes their hitreg.
If I remember correctly, you can abuse interp to make people stand still for a short period of time. I don't know of anyone who actually uses that but I would hope that servers block it.
#7: the server would need a mod to make it impossible to use that exploit, iirc
I guess the main reason I was asking, is if my interp was locked at a certain value for comp games, I just wanted to make sure I was always using that value so that I was used to it. But if it's never locked at a certain value, then I'm not gonna worry about it.
It can't really be "locked" at a certain value considering most players have two different interps for projectile and hitscan. If anything, it'd probably be locked at two values, but it's not.
Servers can only restrict interp_ratio and set a minimum interp. ESEA servers restrict interp_ratio to 1 and the minimum interp is 0.0152.
Pub servers usually run interp_ratio 2 and a min interp of 0.0152 also, however, I've seen some that will allow 0.0100
The lower your interp, the sooner you see things on your screen. The higher the interp the later they will appear, but you will get better hit reg with a high interp.
Pub servers usually run interp_ratio 2 and a min interp of 0.0152 also, however, I've seen some that will allow 0.0100
The lower your interp, the sooner you see things on your screen. The higher the interp the later they will appear, but you will get better hit reg with a high interp.