mastercomspancake_stacksdegupancake_stacks
i dont know if you're deliberately ignoring the points me and mastercoms are making
YES you can get "lerp 0 ms" on net_graph because the number is the result of a local calculation but it's limited on the server side to 15,2 ms on 66 tick, 7,6 on 133 tick and so on
if the number is below 15,2 ms the effective value is still 15,2 ms
you can read about it here: https://developer.valvesoftware.com/wiki/TF2_Network_Graph or https://github.com/athairus/tf2-network-cfg/blob/master/network.cfg
however feel free to prove us wrong by providing evidence that isn't "this just feels better"
What are you talking about? You said I was getting 0 lerp by doing some trick besides using cl_interp 0 and showed you I wasn't. If the value is inaccurate, so be it. It's why I prefaced my statement as a question (I believe you're incorrect? ), because I wasn't entirely sure. It's how I've seen in countless configs and what's shown on net_graph, so it's easy to be mislead if you're statements are correct.
And the material you're telling me to read has this comment lol:
You can think of the interpolation buffer (lerp) length as additional time added to your ping. It's in your best interest to keep lerp as low as possible.
You're ignoring everything else written, so you don't understand what "as possible" means. Read about variance and packet loss and notice how the conclusion they reached was not 15.2ms lerp in that config.
I already clarified that net_graph was inaccurate, no need to hound degu over it for 4 more posts.
I never ignored anything or hounded anyone! I used cl_interp 0 to get 0 lerp, the guy says I did some magic trick to glitch it to get 0 lerp, which I didn't. I provided the details to the server as proof to backup my claim, which anyone can go test and confirm. I said "if it's inaccurate, so be it". Is it really hard for you two to grasp if someone sees 0 lerp on their netgraph, that they are going to perceive that's the value set? And TF2 isn't the only game where you can get 0 lerp to display without using any glitches. Go look at the CSGO scene, everyone uses 0 lerp.
If there really is an invisible hardlock of 15 lerp, why are you even providing a 0 lerp setting in your config for lan? Does LAN play bypass this invisible hardlock? Well, I tried it. I created a LAN server and joined from a laptop on my network, the lerp is hard locked at 15 with the same settings I used to get 0 lerp on a community server.. so your config contradicts what you're preaching.
And it's funny talking about understanding things and people using wrong commands in their configs, etc - considering back when I asked you about the net_splitraterate commands in your cfg being server side only commands, you didn't even know if they worked or not for the client, but hey, might as well throw them in there, right? It's funny considering there was talk about placebo earlier.
mastercomsI believe it works on clients, as clients still split packets if they're too big. Unfortunately, I don't have access to any source code that uses these split packet commands, so I can't be too sure about them.