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	<title>ETF2L &#8211; Latest activity in &#8220;rates, cl_interp, interp_ratio....&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-954/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by Animal</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-7/?recent=176096#post=176096</link>
    	    <description><![CDATA[i like clouds interpretation about cl_smooth

anakin, you must have smth to add? :D]]></description>
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    	    <pubDate>Mon, 10 May 2010 01:55:51 +0200</pubDate>
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    	    <title>Reply by Cloud</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-7/?recent=176096#post=176095</link>
    	    <description><![CDATA[<i>Quoted from octochris</i>
		<blockquote>[...]

check net_graph, you will not be getting 100 updates a second.</blockquote>

Yeah, but in practice that means nothing, because the game also knows you're not getting that 100 updates a second, especially with the etf2l cfg limiting updaterate and such, so it evens out with the games calculations in the end.  Unless you have some massively whacked out setting of course]]></description>
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    	    <pubDate>Mon, 10 May 2010 01:48:01 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-7/?recent=176096#post=176094</link>
    	    <description><![CDATA[<i>Quoted from AnimaL</i>
		<blockquote>once ur interp is orange ur rates are too high/update rate too low</blockquote>

er, no, orange is fine, it just means that you are requesting the raw (max) number of packets being generated by the server.

yellow and red are the problem colours, orange is just a warning that you need every update.

<i>Quoted from AnimaL</i>
		<blockquote>even if you do send out 30 useless packs per s, or update ur game 100frames per sec, whats wrong in that? interp is still faster isnt it</blockquote>

no... the interpolation relies on new packets with new data to 'guess' (not technically correct but meh) the data between updates.]]></description>
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    	    <pubDate>Mon, 10 May 2010 01:47:05 +0200</pubDate>
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    	    <title>Reply by Cloud</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-7/?recent=176096#post=176093</link>
    	    <description><![CDATA[Also had a look at cl_smooth, it seems turning it off will in effect give you better movement accuracy, as the other player's clients will not be predicting where you're going, but waiting for the server to tell them, and interpolating between with the packets they've been sent.  This will effectively mean hitboxes will become slightly smaller for everyone looking at you if you were strafing left/right, in my understanding. (The server predicts your input and then sends to everyone else, but if you're making fast strafes left/right the server may not be updating fast enough to predict this properly)

It may have the small disadvantage of occasionally feeling slightly laggy, or warping, but only if you were lagging anyway it seems, so yeah.

Please correct this if I'm wrong, someone :)]]></description>
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    	    <pubDate>Mon, 10 May 2010 01:46:32 +0200</pubDate>
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    	    <title>Reply by Animal</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-7/?recent=176096#post=176089</link>
    	    <description><![CDATA[using 0.49 interp is bollocks

btw, yes chris look at net graph, once ur interp is orange ur rates are too high/update rate too low... 100 updaterate and 0.0201 is the minimum to not get any lags 

even if you do send out 30 useless packs per s, or update ur game 100frames per sec, whats wrong in that? interp is still faster isnt it

ninja edit:
The Source netgraph now includes "lerp" indicator which shows the actual interpolation amount (usually 100 msec unless the server or user is forcing non-default settings). The indicator will turn yellow if the server's framerate (actual framerate on the remote machine) drops below this interval. 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.

so.. idd, going below 0.03 means u either will experience lag with choke, or u need pc that renders updaterate to 100fps and can go down to 0.0201]]></description>
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    	    <pubDate>Mon, 10 May 2010 01:18:52 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-7/?recent=176096#post=176081</link>
    	    <description><![CDATA[<i>Quoted from AnimaL</i>
		<blockquote>what exactly does it fuck up... im stupid and ive played on updaterate 100/interp 0.0201 whole life

as far as i know, if updaterate is &#60;100 it affects interp once you use it below 0.03</blockquote>

check net_graph, you will not be getting 100 updates a second.]]></description>
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    	    <pubDate>Mon, 10 May 2010 00:55:56 +0200</pubDate>
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    	    <title>Reply by Cloud</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-7/?recent=176096#post=176056</link>
    	    <description><![CDATA[Your rate is limited to 60000 by the etf2l config afaik, which means at most you will be receiving 60,000 bytes per second of game data, or 58.59375 KBps, according to google calculator.

Since each packet is about 1000 bytes, this means at most you can receive 60 packets a second, as such you want to set cl_updaterate to 60, assuming you can sustain a solid 60+ FPS.

You want your cl_cmdrate to match this, but for some reason it actually sends less packets than you specify, and after some testing I found setting it 2 above what you want tends to give you the correct amount most of the time, hence you want cl_cmdrate 62

Then for the cl_interp setting, the game uses this to determine how many milliseconds to smooth over, basically.  As such you want it to be set to the amount of time needed to receive 2 packets, as this way even if it loses 1 packet, it will always have another to smooth with, easing any lag.  Contrary to popular belief, on a hitscan class this will not affect accuracy at all, unless you like your lovely placebos :)

On classes that use entities for weapons, reducing the value to that of 1 packet will give you your projectiles appearing faster, so for soldier, there is less of a lag between hitting fire and the rocket coming out.

As such, if you play a hitscan class, you want to set your cl_interp to (2*1)/60
(which is 0.033).  I personally have it smooth over 3 packets though, just in case I lag a little more, so I use 2/60 + 1/60, giving 0.049.

Playing a class with entity based weapons such as demo or soldier, you may want to simply use an interp of 1/60 (0.016), your choice. - Though, I believe the interp value will be limited to 0.033 minimum at these values ANYWAY, due to the equation below, can't remember if it's the minimum or not.

Note that this is using a cl_interp_ratio of 2, the default, but they're related in the equation: cl_interp = cl_interp_ratio / cl_updaterate

Though just setting your ratio to 2 and working from there is easiest.

IMO, ETF2L should raise the rate cap to 66000, just so there's actually a reason to use cl_updaterate of 66, and raise the cmdrate cap to 68, since as I stated earlier, the cmdrate value is not always strictly adhered to by TF2, but raising it to 2 above the desired value seems to work 99% of the time.

Tested this with various friends, playing in pub servers and competitive ones, all have said this has felt better, aside from on a SELECT few public servers where they have crappy rates, which simply dropping them down temporarily with a cfg and some binds does the job. :)

Remember, you need a solid 60+ FPS for this to work, if you get lower fps (why are you playing with less than 60? :P), there's a link below if you want to figure out the maths, but I'd personally say to get an FPS config ;)

Info taken from http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - please read it properly before coming and proving me wrong! :P]]></description>
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    	    <pubDate>Sun, 09 May 2010 23:53:05 +0200</pubDate>
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    	    <title>Reply by AnAkIn_</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-7/?recent=176096#post=176045</link>
    	    <description><![CDATA[No I don't have a server, and feel free to believe me or not, I don't really care.

BTW maybe you should read that http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking]]></description>
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    	    <pubDate>Sun, 09 May 2010 23:35:13 +0200</pubDate>
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    	    <title>Reply by Fox</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-6/?recent=176096#post=176044</link>
    	    <description><![CDATA[<i>Quoted from AnAkkk</i>
		<blockquote>[...]

[...]

It looks like you both didn't understand my post.

sv_maxupdaterate can be set to any values. Some stupid server admins who don't know that the server tickrate is 66 set sv_maxupdaterate to 100, and then some stupid players set cl_updaterate to 100 and cl_interp to 0.01. This cause them to receive 66 updates/s (because server tickrate is 66) but the interpolation time will be 10 ms, which will fuck up everything since it's too low for the update rate.</blockquote>

I would like to actually test that, but I don't have a server which sv_maxupdaterate i can screw up. My clans war server runs at sv_maxupdaterate 66, and when I used cl_interp 0.01 for testing purposes, it was limited to 0.0152 like I have said before.
If you have a server with which you can screw around, then I would like to test that there. Otherwise i will not believe you. :)]]></description>
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    	    <pubDate>Sun, 09 May 2010 23:31:42 +0200</pubDate>
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    	    <title>Reply by Animal</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-6/?recent=176096#post=176032</link>
    	    <description><![CDATA[what exactly does it fuck up... im stupid and ive played on updaterate 100/interp 0.0201 whole life

as far as i know, if updaterate is &#60;100 it affects interp once you use it below 0.03]]></description>
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    	    <pubDate>Sun, 09 May 2010 22:21:16 +0200</pubDate>
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    	    <title>Reply by AnAkIn_</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-6/?recent=176096#post=176029</link>
    	    <description><![CDATA[<i>Quoted from Fox</i>
		<blockquote>[...]

No you can't. 66 is maximum for TF2 (not for CSS though). And if sv_maxupdaterate is lower than 66, you get higher values obviously.</blockquote>

<i>Quoted from octochris</i>
		<blockquote>[...]

That's not correct, if cl_updaterate is set at 66 and cl_interp_ratio is set at 1 then 0.0152 is correct (that's roughly 1/66) -- since less updates would mean you need a <em>higher</em> interp, and a higher interp ratio would also mean you need a <em>higher</em> interp ratio, and 66 is the maximum updaterate that will have an effect in TF2, there is no situation in which you should use a value lower than 0.0151515152.</blockquote>

It looks like you both didn't understand my post.

sv_maxupdaterate can be set to any values. Some stupid server admins who don't know that the server tickrate is 66 set sv_maxupdaterate to 100, and then some stupid players set cl_updaterate to 100 and cl_interp to 0.01. This cause them to receive 66 updates/s (because server tickrate is 66) but the interpolation time will be 10 ms, which will fuck up everything since it's too low for the update rate.]]></description>
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    	    <pubDate>Sun, 09 May 2010 21:58:59 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-6/?recent=176096#post=176005</link>
    	    <description><![CDATA[<i>Quoted from AnimaL</i>
		<blockquote>why smooth 1?</blockquote>

It's something I've fiddled around with and have got feedback on, it can be very helpful against laggy opponents, and at other times is not noticeable.]]></description>
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    	    <pubDate>Sun, 09 May 2010 20:30:43 +0200</pubDate>
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    	    <title>Reply by Animal</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-6/?recent=176096#post=176004</link>
    	    <description><![CDATA[why smooth 1?]]></description>
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    	    <pubDate>Sun, 09 May 2010 20:25:25 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-6/?recent=176096#post=175995</link>
    	    <description><![CDATA[<i>Quoted from Asskicker</i>
		<blockquote>Hi, I'm using Chris' TF2 config and I'm having stuttering problems. (I did also before using Chris' TF2 config.)

These are the settings I currently use:

<code>// Misc
cl_predict "1"
cl_predictweapons "1"
cl_showfps "1" // Show unsmoothed FPS meter
cl_showpluginmessages "0"
fps_max "60" // Limited simply to keep GPU temps down
r_unloadlightmaps "1"

// Net
cl_cmdrate "60" // +1 on max of 66 to account for discrepancy between server/client
cl_interp "0.01"
cl_interp_ratio "1"
cl_interp_threadmodeticks "0"
cl_lagcompensation "1"
cl_pred_optimize "2"
cl_smooth "0"
cl_smoothtime "0.01" // Failsafe for cl_smooth forcing
cl_updaterate "60" // +1 on max of 66 to account for discrepancy between server/client
rate "100000" // Never going to use this much bandwidth, just relieves any feasible cap</code>

And I'm getting this negraph with it:
http://localhostr.com/files/393b25/netgraph.jpg
http://localhostr.com/files/6f4110/netgraph2.jpg

Game also isn't running very smoothly, has stuttering and stuff.
Also, I mainly play Soldier, not sure if any of the commands in Chris' TF Config have an effect on rockets :P</blockquote>

You must have a very old version of my config, it has had the following netsettings for a while now:

<code>
// Net
cl_cmdrate "67" // +1 on max of 66 to account for discrepancy between server/client
cl_interp "0.0152"
cl_interp_ratio "1"
cl_interp_threadmodeticks "0"
cl_lagcompensation "1"
cl_pred_optimize "2"
cl_smooth "1"
cl_smoothtime "0.05"
cl_updaterate "67" // +1 on max of 66 to account for discrepancy between server/client
rate "100000" // Never going to use this much bandwidth, just relieves any feasible cap</code>

I don't believe my configs have ever had the cmdrate set to 60 D:]]></description>
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    	    <pubDate>Sun, 09 May 2010 19:52:02 +0200</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-954/page-6/?recent=176096#post=175994</link>
    	    <description><![CDATA[<i>Quoted from AnAkkk</i>
		<blockquote>[...]

If sv_maxupdaterate is not set to 66, you can go lower than 0.0152, but since you'll still receive 66 updates/s, this'll cause registry problems.</blockquote>

That's not correct, if cl_updaterate is set at 66 and cl_interp_ratio is set at 1 then 0.0152 is correct (that's roughly 1/66) -- since less updates would mean you need a <em>higher</em> interp, and a higher interp ratio would also mean you need a <em>higher</em> interp ratio, and 66 is the maximum updaterate that will have an effect in TF2, there is no situation in which you should use a value lower than 0.0151515152.]]></description>
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    	    <pubDate>Sun, 09 May 2010 19:41:07 +0200</pubDate>
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