PathogenkonrIf you just substitute the L4D info he's referencing with TF2 info you get better information than most places.
If a person already knows the network specifics of TF2 (which they would need to swap out the information, as you suggest), then why would they be looking at such an article, let alone one written specifically for Left 4 Dead networking?
If someone unfamiliar with the networking of TF2 were to read that article they would be either be seriously confused by all the very Left 4 Dead specific details in that article, or would end up with some very unhelpful network settings.
konrThe game works the same way (at least in the examples he gives) with the exception of the tickrate. Not a difficult distinction to make!
There's all kinds of misleading information and advice in that article, but my favourite was one he chose to write in bold:
If you have yellow lerp, asking the server admin to turn up the server framerate is a good idea.
Good luck asking your server admin to turn up the framerate in your next game!
For what it's worth, wareya's article is pretty solid.
The article I linked is not at all a page to tell you what to set your shit to, but more to explain what lerp etc actually is and to also explain what certain things on a netgraph mean. For that job it's fine.
downpourtf2_scientist: " If more than one snapshot in a row is dropped, interpolation can't work perfectly because it runs out of snapshots in the history buffer. In that case the renderer uses extrapolation (cl_extrapolate 1) and tries a simple linear extrapolation of entities based on their known history so far. The extrapolation is done only for 0.25 seconds of packet loss (cl_extrapolate_amount), since the prediction errors would become too big after that."
Where in this does it say "this only happens when you get packet loss and never in any other situation"?