Pathogen
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SteamID64 76561198009302917
SteamID3 [U:1:49037189]
SteamID32 STEAM_0:1:24518594
Country United Kingdom
Signed Up November 15, 2012
Last Posted December 24, 2015 at 2:48 PM
Posts 18 (0 per day)
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#88 About cl_interp and hit registeration in TF2 General Discussion

#87

To confirm: You're checking your console at the main menu once you've launched the game?

I ask to rule out any class-specific cfg commands you may have in the \my_custom_stuff\cfg\ folder that could change the value upon class selection.

Easiest way to determine what's wrong will be to post the contents of your autoexec.cfg.

Sidenote: I think it's "better" to set your interp to "0", and use your cl_updaterate/interp_ratio values to lower the interp automatically. A cl_interp of "0", an cl_interp_ratio of "1" and an cl_updaterate of "66" would result in an in-game interp of 0.0152

Back on point:

It's also possible that there's something in your config.cfg overwriting the values from your autoexec.cfg. In addition to this, it could be your Steam Cloud config.cfg, or the local-Cloud config.cfg.

We can consider this if nothing is obviously wrong with your autoexec.cfg

To explain:

In the past I had a bunch of problems with the Cloud-stored "config.cfg" overwriting newer settings (config.cfg would soak up settings from demos I watched), so I decided to disable Cloud storage for TF2. In the process of investigating this I discovered that Valve also have "local" versions* of the Cloud storage files. Found here: Steam\userdata\<your_account_number>\440\remote\cfg\

*Only in the absence of this file will Steam download the actual Cloud file.

Note: 440 is the appid for TF2.

If you want a totally fresh start, disable Steam Cloud for TF2, delete "config.cfg" from Steam\steamapps\common\Team Fortress 2\tf\cfg AND from the local Cloud storage folder I mentioned above.

Steam will automatically generate a new config.cfg upon launching TF2, populating it with any non-default values contained in your autoexec.cfg

Important I: Any custom settings: for example fast weapon switching, graphics settings, download settings, and so on, will be restored to their default values if they're not explicitly stated in your autoexec.cfg.

Important II: TF2 has introduced a bunch of fairly annoying pop-ups for "new users" relating to tutorials, backpack instructions, and who knows what else.
Because you're starting with a new config.cfg, the game will pop these up again. Fortunately, each of these has a console command associated with them, which can be added to your autoexec.cfg, making the process entirely painless.

Let me know if you'd like me to post them here, instead of having look them up for them yourself.

I could actually post my own autoexec.cfg for reference purposes. It doesn't have much in the way of graphical commands, but most everything else is covered.

posted about 10 years ago
#44 Walking Dead Season 4 in Off Topic
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Didn't you think that it weird that in the space of a few minutes The Governor had managed to convince a group of people who, largely, looked like they had never raised a hand to someone in anger, to go full-on Assault on Precinct 13? It's even weirder they went ahead after he revealing himself to be a total lunatic Re: Hershel?

Between the events at Woodbury and this, dude had some seriously impressive powers of persuasion.
posted about 10 years ago
#78 About cl_interp and hit registeration in TF2 General Discussion

#74 and #75

http://whisper.ausgamers.com/wiki/images/Net_graph3.gif

"There is a quirk in net_graph 3 that occurs when the average updates sent/received by you per second magically seem to exceed the servers sv_maxupdaterate, servers tickrate, and the clients cl_updaterate which were all set to 100 at the time the screenshot was taken above, but this only occurs because lines 2 and 3 update twice per second and therefore what you see are averages that aren't always in sync with the server."

Source: Whisper's Counter-Strike Wiki. Which is why it references 100/s and not 66/s.

Setsul and wareya were arguing 66 vs 66.7. The Source wiki states "By default, the timestep is 15ms, so 66.666...". So 66.7 is technically closer to being right, but you're both splitting hairs. I doubt this difference has a discernible effect on hitreg.

There's no universal answer to the issue of hitreg, rates, and interp. We all play on different servers with different connections to all of them. The route your data takes to the server and back, and the performance of the server itself, will have a much greater effect than the difference between 66 and 66.7.

Spend some time testing out different values on your most played servers and find what's right for you. You might find a happy middle-ground. Or maybe you'll need server specific values for your matches.

I've tinkered with all kinds of network values over the years, but have settled on:

General settings:
cl_interp "0"
cl_smooth "0"
rate "100000" <--- probably extreme, but anyone with a reasonable connection isn't going to be troubled by setting it this high. Certainly much better than setting it too low.

Class specific/projectile + Medic:
cl_cmdrate "66"
cl_interp_ratio "1"
cl_updaterate "66"

Class specific/hitscan:
cl_cmdrate "66"
cl_interp_ratio "2"
cl_updaterate "66"

The assumption here being that the server is configured "correctly", and doesn't limit your rate setting to something silly, resulting in your cmd and update rates causing choke.

Of course, I could be wrong. Totally willing to be corrected.

I'm just a 12v12 player who likes watching 6v6 :-)

On that note: these are the values I use for 12v12 play. I do suffer with choke issues from time to time, but I'm willing to do so because the hitreg is, generally speaking, much better than with lower values.

There should be even less of an issue when playing 6v6.

posted about 10 years ago
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