#18:
Yes, that's right (@ first line). And yeah, those look like perfectly fine settings (@ middle lines). The only (and good) reason to change cl_interp from 0 when you change cl_interp_ratio is to keep zervers from breaking your interp, so that's only something to worry about if you happen to join servers that are badly configured (@ bottom line).
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#19:
>1. There is still no reason to set them to different values by default.
I never said anything about telling people to set them to different values by default. I said that TF2 happens to set them to different values on startup before my configs execute as a starting point for the argument that having them be different does *not* inherently cause problems and should *not* be instructed to be avoided. There's a big difference between "use differing values by default" and "don't tell other people they can't use differing values".
>Why would you use a config by default that is optimized for servers that get throttled by their bandwidth (especially in comp)?
First, I never said this is something that should be done *by default*. Second, I never said anything about servers getting throttled, rather I've been talking about clients experiencing choke.
>2. It's not like it's bad setting it to more than 60k so what is your problem with that?
If you set it too high for your internet connection then if the server sends you too much you can basically bottleneck your own internet connection and get bandwidth/throttling issues at an internet service level (instead of the game's netcode choking on itself temporarily).
>3. Network really should be that high on a good connection.
"Network really should be that high"? Do you have any idea what you're saying? You CAN NOT get rid of jitter on an online connection. It's ABSOLUTELY IMPOSSIBLE. If you can do it, then for other necessary reasons you're the fucking jesus of the information world. Go get hired by a pro audio company, because you've just solved the impossible perfect conversion analog <-> digital problem. How much or little there is does matter most of the time, but when you set interp_ratio to 1, it *does*; however much jitter there is doesn't matter at that point because then you're identically doing a diceroll about "Did I get this tick's update in time?"
>You use cl_interp_ratio 1 in your own settings. You even use a lower value at one point
Note the following comment:
// Use this instead of the above if you experience rockets "warping" through scouts, microstuttering animations, or other unpleasant jitter when using the above.
>0.0152 where it should be 0.0152152
Nope. Correct value is 0.0[15], I just rounded up on the ten-thousanths.
>4. Most of your config is identical with chris' settings, the rest are just weird interp settings.
Of course it is, he distilled the list of netcode settings down to the minimum relevant ones so it's impossible to end up with anything substantially different.
>You use both cl_interp_ratio and cl_interp which is unecessary and most of the time both counteract each other because you set them to different values.
Okay, I'll break this down for you:
1) The game does use the higher (in realtime) between the two, that's true.
2) Ratio can be restricted by the server to lower (or higher, but not relevant in this case) than what you set it to. Due to so many servers being badly configured and restricting ratio to 1, cl_interp is included as a safeguard against this so that hit registration doesn't suffer. Anecdotal evidence, but I kept getting mad at Loops until I fixed my configs because his pug server restricted ratio to 1, and my hitreg as scout was always absolutely terrible and my rockets were warping through scouts until I set cl_interp to something other than 0.
3) Setting them to different values doesn't make them "counteract" eachother at all. In the cases where cl_interp is higher than cl_interp_ratio/cl_updaterate, that's only because I rounded up and left the values simple/reasonable, and the extremely slight difference from the accurate values this causes is absolutely negligible.