![]() Because after all is taken into account on a full server, odds are a properly configured cl_interp will be within 25ms of 100 in either direction (that's right! Sometimes it's more beneficial to have a higher lerp). The default lerp is the default for a reason. Of course the player model on your screen is not where the hitbox is, odds are it's about 5 pixels behind where it's currently being drawn on your screen because the server still hasn't confirmed your clients new "prediction" of where the player will be, thus the shot doesn't register and you die. Same scenario, but you are accounting for 33ms lerp, now you are attempting to account for 2 player locations per response back from the server to you, and 4 responses back from your opponent. You have 60ms ping, opposing player has 130 ms ping, account for about 70-75ms lerp and now your screen draws where the player is more accurately and with better reliability. All of this is based on the communication delay between you and the server, and should be interpreted based on that delay. With a more variable use of this setting you allow for more cushion and accurate representation of where the player is, and how the model is drawn. With lower lerp settings you can actually introduce problems of hardware lag due to the time it takes the signal to go from GPU to screen + refresh rate being higher than the lerp in ms (for those homies obsessed with running the lowest possible lerp that also have ungodly low ping) as the computer will try and draw the character model at the exact location last reported in the server connection. Which relates to specifically the Interpretation of where the playermodel should be drawn on your screen compared to reported location of the hitbox. The reason for this is in the name of the command you are running, cl_interp = Client Interpretation. If your ping is higher than the opposition, your cl_interp value should be the average ping of the opposing team+10% of your ping. If your ping is lower than the opposition, your cl_interp value should be your ping+10% average ping of opposing team. ![]() If adjusting from the default 100ms you should be basing it off the difference between your ping, and the average ping of the opposing team. Generally speaking you should not be using a static cl_interp value.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |