MR_SLIN...so... wareya what do you recommend you set everything to for projectile and/or hitscan? I'm talking interp, interp ratio, etc.
// Harshest timing oriented interp settings -- uncomment only the one appropriate for you
//alias net_harsh "cl_interp 0.0152; cl_interp_ratio 1" // for updaterate 66
//alias net_harsh "cl_interp 0.025 ; cl_interp_ratio 1" // for updaterate 40
// You should use this for projectiles, the flamethrower, and feigning. Whenever you don't need hitreg at all. Or if you like all the classical competitive standards, and never had any problem with them.
// On LAN, this setting is king. I think. Someone smart give me feedback after trying it and the below "harsh2" one.
// Alternative "harsh" , recommended if you experience rockets teleporting through strafing scouts or use a 120hz monitor
//alias net_harsh2 "cl_interp 0.0182; cl_interp_ratio 1.2" // for updaterate 66
//alias net_harsh2 "cl_interp 0.03 ; cl_interp_ratio 1.2" // for updaterate 40
// Use this instead of the above if you experience rockets "warping" through strafing scouts, microstuttering animations, or other unpleasant jitter when using the above (particular with a >66hz monitor)
// Normal settings
//alias net_normal "cl_interp 0.033; cl_interp_ratio 2" // for updaterate 66
//alias net_normal "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 40
// Use this in most cases, or if you don't know what else to pick.
// "Soft" settings (hitreg oriented)
//alias net_soft "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 66
//alias net_soft "cl_interp 0.055; cl_interp_ratio 2" // for updaterate 40
// This is the safest (relative to the default) "comp" setting. If you're experiencing trouble, use this. If you still have trouble, go back to defaults.
// Use this on things that "can not" miss or are especially susceptible to "shitreg" for you, meaning sniper rifles and (for me) scout weapons.
// Default interp settings
//alias net_default "cl_interp 0.1; cl_interp_ratio 2"
// Etc settings -- take care //
cl_lagcompensation 1 // DO NOT EVER CHANGE THIS NO MATTER WHAT ANYONE EVER SAYS EVER
cl_pred_optimize 2 // DO NOT EVER CHANGE THIS
cl_smooth 0 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
cl_smoothtime 0.01 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
// Default smooth settings, in case you need them
//cl_smooth 1
//cl_smoothtime 0.1
@ Setsul:
First,
you... are playing on an extremely local server. With nothing going on. 3ms jitter is not normal. I mean, I could go join a server I get low jitter with right now, but you don't always get to choose, like if you play a match on a server in dallas or something and you live on the east coast, you really gotta set yourself up for a typical case instead of a good one.
Second,
I just ran some tests, and that bar doesn't seem to accurately display micro-extrapolation. What I mean is that it seems like it starts spiking when it doesn't have a sample to interpolate *from*, rather than *to*, so if framerate and msgrate are out of sync it wouldn't show the problem. This seems like a bug, but a very reasonable one anyway. The only reason I'm saying this is because I was getting yellow-flashing lerp (means that extrapolation absolutely Happened that frame) but I wasn't getting spikes. Very strange. Please correct me if I'm wrong.
Third,
I really don't understand what you mean with the 66 vs 66.666.... stuff. That shouldn't affect this. You're only getting 66 commands per second, not 66.666.... and interpolating as if you're getting 66. There are 1/66ths of a second between messages, before jitter and choke. If you add jitter onto that rate, you're going to get adjecant pairs of messages with more than 1/66th second time between them, which (with ratio 1) will cause extrapolation when the interp state passes the former message.
Fourth,
1/5th of an inch is actually a really big deal when you're talking about TF2's stupid missized hitboxes. You're also severely underestimating how severe the acceleration is on some things in TF2 (like double jumps where it's instant). I've experienced myself when I'd get a jitter spike and a scout would start stuttering while they're double jumping around, and the only way I can hit them is aiming straight at the center of their chest. Forget every single one of their limbs, they're insane and totally incorrect at that point. Unless I increase my interp just a little and then my gamestate is in line with the server while these weird things are happening significantly more often.
I recently moved from 60hz to a 75hz monitor and (because my config was a messed up older version of itself thanks to data loss) I was getting microstuttering on things with fast animations like legs, this thread reminded me that I needed to fix my config and oh my god I didn't know I was actually this good at TF2 and I didn't know it could animate so smoothly either.
EDIT: On the extrapolation note, I finally remembered what things made me think it was disabled in TF2. The valve developer wiki lists it as totally disabled for some reason. Also, it didn't seem to work on rockets when I tested it, which I did, a while ago. You seem fairly intelligent, so if you know anything about how rockets work that I don't I'd be glad to hear it.
On a side note much more in line with what OP was asking: Yes, interp affects hitreg. As a general rule of thumb, the higher it is, the better your hitreg will be, but the worse other aspects of the game will be, like timing.