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	<title>ETF2L &#8211; Latest activity in &#8220;regarding interp&#8221;</title>
	<link>https://staging.etf2l.org/forum/customise/topic-22896/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by FireStorm</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410890</link>
    	    <description><![CDATA[<i>Quoted from octochris</i>
		<blockquote>[...]

That's not strictly true, the server ticks at that rate, but there is no engine design guarantee that says the same about packets.</blockquote>

I didn't think I would get away with it but yea, server ticks is more accurate the packet rate does indeed vary.]]></description>
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    	    <pubDate>Fri, 28 Sep 2012 12:42:29 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410888</link>
    	    <description><![CDATA[<i>Quoted from FireStorm</i>
		<blockquote>Oh and the reason for the recurring number is because the game sends a packets at a maximum rate of 1 packet every 15 ms which works out to the 66.666. Hz</blockquote>

That's not strictly true, the server ticks at that rate, but there is no engine design guarantee that says the same about packets.]]></description>
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    	    <pubDate>Fri, 28 Sep 2012 12:32:06 +0200</pubDate>
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    	    <title>Reply by FireStorm</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410887</link>
    	    <description><![CDATA[<i>Quoted from octochris</i>
		<blockquote>[...]

Because of lag compensation.</blockquote>

More the lack of it for projectiles, so when you increase your interp its like playing with a higher ping when you fire and see them since it means you are playing the game further in the past so to speak.

Oh and the reason for the recurring number is because the game sends a packets at a maximum rate of 1 packet every 15 ms which works out to the 66.666. Hz

FireStorm

Citations
http://wiki.teamfortress.com/wiki/Lag_compensation]]></description>
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    	    <pubDate>Fri, 28 Sep 2012 12:21:25 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410861</link>
    	    <description><![CDATA[<i>Quoted from compleat</i>
		<blockquote>Why is it that if you set the maximum cl_interp possible (I believe it's 0.5), just for testing purposes obviously, projectiles have a significant delay between the moment you shoot, and the one it leaves your weapon (at least that's what you see client-side)?  That's why I said you delay your client 'cl_interp' seconds.</blockquote>

Because of lag compensation.]]></description>
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    	    <pubDate>Fri, 28 Sep 2012 04:35:31 +0200</pubDate>
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    	    <title>Reply by Compleat</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410859</link>
    	    <description><![CDATA[<i>Quoted from octochris</i>
		<blockquote>You've got it the wrong way around. Interpolation happens to entity data being <em>recieved</em>, not entity data being <em>sent</em>.</blockquote>
Yeah, my bad, edited that last part in a rush because I had to go and wrote something that didn't make much sense. I know the data you receive is the one being interpolated but... damn I got it mixed up now lol. 
Why is it that if you set the maximum cl_interp possible (I believe it's 0.5), just for testing purposes obviously, projectiles have a significant delay between the moment you shoot, and the one it leaves your weapon (at least that's what you see client-side)?  That's why I said you delay your client 'cl_interp' seconds.]]></description>
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    	    <pubDate>Fri, 28 Sep 2012 03:15:40 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410852</link>
    	    <description><![CDATA[<i>Quoted from compleat</i>
		<blockquote>Tickrate is (technically iirc) 66.666..., so what would that mean? that in optimal conditions the updates would vary between 66 and 67 per second? If that's correct, is 67 the maximum number of updates, or is it some other number (or maybe no limit?)?</blockquote>

The number of updates a second doesn't really mean anything, because it is possible that, for example, 132+ packets arrive in one second (hop delays, etc).

<i>Quoted from compleat</i>
		<blockquote>I understand the concept of interpolation, but the value one uses in cl_interp is used as the time the client has to interpolate, right? (That's why I said a "client side lag", you delay the sending of information to the server by 'cl_interp' seconds).</blockquote>

You've got it the wrong way around. Interpolation happens to entity data being <em>recieved</em>, not entity data being <em>sent</em>.]]></description>
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    	    <pubDate>Fri, 28 Sep 2012 00:38:20 +0200</pubDate>
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    	    <title>Reply by Compleat</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410849</link>
    	    <description><![CDATA[Now that we are at it, I hope you don't mind if I ask a few more questions.
<i>Quoted from octochris</i>
		<blockquote>You can receive more updates than 66, it's just that that is the maximum tickrate. </blockquote>
Tickrate is (technically iirc) 66.666..., so what would that mean? that in optimal conditions the updates would vary between 66 and 67 per second? If that's correct, is 67 the maximum number of updates, or is it some other number (or maybe no limit?)?
<i>Quoted from octochris</i>
		<blockquote>It's not really a client side "lag", it's more of an "averaging" of the data (but yes, this does have a comparable effect).</blockquote>
I understand the concept of interpolation, but the value one uses in cl_interp is used as the time the client has to interpolate, right? (That's why I said a "client side lag", you delay the sending of information to the server by 'cl_interp' seconds).

I hope I don't end up being annoying, I just want to really understand all this so please correct anything I say if it's wrong, even the tiniest detail.]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 23:22:36 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410847</link>
    	    <description><![CDATA[<i>Quoted from luzik</i>
		<blockquote>What does the colours even mean in the lerp?</blockquote>

White = Normal
Orange = Interpolation range &#60; 2 / cl_updaterate
Yellow = Server dropped frame

Think of orange as being a notice that you are approaching the theoretical minimum lerp. It's not a warning or error.]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 22:48:21 +0200</pubDate>
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    	    <title>Reply by Compleat</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-2/?recent=410890#post=410845</link>
    	    <description><![CDATA[tl;dr yellow means bad, orange means good but might get bad, white is fine (in a pretty generalized summary, that's how I understand it at least).

https://developer.valvesoftware.com/wiki/TF2_Network_Graph
Quoting:
The indicator will turn yellow if the server's framerate (actual framerate on the remote machine) drops below this interval <em> [talking about the interval shown by "lerp" in the net_graph] </em>. This can be used to figure out why all of the objects in the world are no longer moving smoothly. In addition, the indicator will turn orange if the user or server has tuned the ConVars such that the interpolation amount is less than 2 / updaterate. This indicates that if there is any packet loss (or possibly choke if the choke is occurring for long periods of time due to large packets being sent over a low bandwidth rate setting) that the player will likely see sluggishness in the game.]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 22:23:10 +0200</pubDate>
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    	    <title>Reply by Luzik</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-1/?recent=410890#post=410843</link>
    	    <description><![CDATA[What does the colours even mean in the lerp?]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 21:45:50 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-1/?recent=410890#post=410842</link>
    	    <description><![CDATA[<i>Quoted from Daerados</i>
		<blockquote>I've got rates 100, interp ratio 1, interp 0 and got 10.0ms yellow - does it affect hitscan reg, i mean worse or better than your configs ones?</blockquote>

If this isn't a troll, then I just don't know what to say.]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 21:44:14 +0200</pubDate>
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    	    <title>Reply by Daelerados</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-1/?recent=410890#post=410840</link>
    	    <description><![CDATA[I've got rates 100, interp ratio 1, interp 0 and got 10.0ms yellow - does it affect hitscan reg, i mean worse or better than your configs ones?]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 21:26:18 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-1/?recent=410890#post=410822</link>
    	    <description><![CDATA[<i>Quoted from MIndYe</i>
		<blockquote>cl_cmdrate 20001, cl_interp 0, shows lerp 0.00ms on white. Chris, wat is this?</blockquote>

Why would that not be expected?]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 18:02:21 +0200</pubDate>
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    	    <title>Reply by MInd-</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-1/?recent=410890#post=410802</link>
    	    <description><![CDATA[cl_cmdrate 20001, cl_interp 0, shows lerp 0.00ms on white. Chris, wat is this?]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 17:13:10 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-22896/page-1/?recent=410890#post=410782</link>
    	    <description><![CDATA[<i>Quoted from Ordinator</i>
		<blockquote>btw anyone know why with cl_interp 0 and cl_interp_ratio 1 my interp go 14.9ms some times? isnt 15.2 is a minimum?or its just a bug</blockquote>
This indicates a misconfiguration somewhere.

<i>Quoted from TviQ</i>
		<blockquote>[...]
Im pretty sure 10.0 is minimun but i think ive heard its unstable or some shit like that but 10 is reachable</blockquote>

You're mistaken. 10 would only be reachable if you had 100 updates a second. This is possible in the old Source engine (as was used for a long time in CSS/etc), but is not possible in TF2.]]></description>
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    	    <pubDate>Thu, 27 Sep 2012 16:25:00 +0200</pubDate>
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