OG buckshot jr
TD Admin
Lots of people wonder what the fuck LERP is, when viewed in the "new" net_graph. Interpolation is how your client updates what's happening in the game.
In CS:S, interpolation directly affects hitboxes. The more the game is interpolated, the further away the hitboxes lay from the actual body on screen. Using Source's default value of cl_interp 0.1 (LERP 100ms) and cl_interp_ratio 1 would yeild hitboxes that are more off than using the correct cl_interp.
** I know. According to the equation in green (found below), the values don't add up because a default 100ms LERP doesn't equal 1 divided by .1. In fact, 1 / .1 = 10ms, however LERP shows 100ms. I don't know why, apparently it's a netcode fuckup.
Here's how to correctly calculate your cl_interp:
Firstly, realize this:
LERP = 1 / cl_interp
By default, cs:s will set your cl_interp at 0.1, showing 100ms LERP in net_graph = WRONG! Here's how interp SHOULD be calulated:
**QUICK NOTE = LERP (shown in net_graph) is the direct result of the calculations below. You should not calculate to get the lowest possible LERP, but rather the correct cl_interp.**
Moving on:
As an example, here's my rates (probably most other people's rates as well, seeing as how our server caps it out):
So, for those numbers, let us calculate cl_interp, then LERP:
cl_interp = cl_interp_ratio / cl_updaterate
cl_interp = 2 / 66
cl_interp = 0.03; therefore
Lerp = 1 / cl_interp
LERP = 1 / 0.03
LERP = 33.3ms (the correct setting for a 66-tick server, according to valve, google it yourself).
So instead of using source's default setting of cl_interp 0.1 (giving me a LERP of 100ms), I should use 0.03 (giving me a LERP of 30.3ms), which by Valve's network interpolation system, is correct.
Alternatively, the same calculations above using cl_interp_ratio 1 (if you use cl_interp_ratio 1, use this method):
cl_interp = cl_interp_ratio / cl_updaterate
cl_interp = 1 / 66
cl_interp = 0.01515... ~ 0.015; therefore
LERP = 1 / .01515
LERP = 66ms
HOWEVER...
The problem is that some people's computers/networks cannot handle cl_interp_ratio 1 and cl_interp 0.015, as it show a sometimes orange/yellow LERP. An orange/yellow LERP is a bad thing -> it means the interp setting is too low for your computer, and you'll get shit reg (pretty much the opposite of using the default values).
I eventually got an occasional orange/yellow LERP from using cl_inter_ratio 1 and cl_interp 0.015 so I switched to a better fitting cl_interp_ratio 2 and cl_interp 0.03, and now reg is much better.
Don't expect every shot to be perfect hit like a lazer, however it should improve your hit registration.
****************** WARNING! ****************
Remember the first paragraph: interpolation affects how close hitboxes are to players = lower interp, means faster interpolations = hitboxes are closer to bodies on screen. Setting a correct interp will tighten the gap between on-screen bodies and hitboxes.
So if you're one of those clowns (no names here, tee-hee) who shoot 2 metres infront/behind a guy and get a headshot, and would like to stick to it, then don't change shit. Alternatively, if you're like me, and actually aim and love to see good shots being made, then set your shit right!
Enjoy!
In CS:S, interpolation directly affects hitboxes. The more the game is interpolated, the further away the hitboxes lay from the actual body on screen. Using Source's default value of cl_interp 0.1 (LERP 100ms) and cl_interp_ratio 1 would yeild hitboxes that are more off than using the correct cl_interp.
** I know. According to the equation in green (found below), the values don't add up because a default 100ms LERP doesn't equal 1 divided by .1. In fact, 1 / .1 = 10ms, however LERP shows 100ms. I don't know why, apparently it's a netcode fuckup.
Here's how to correctly calculate your cl_interp:
Firstly, realize this:
LERP = 1 / cl_interp
By default, cs:s will set your cl_interp at 0.1, showing 100ms LERP in net_graph = WRONG! Here's how interp SHOULD be calulated:
**QUICK NOTE = LERP (shown in net_graph) is the direct result of the calculations below. You should not calculate to get the lowest possible LERP, but rather the correct cl_interp.**
Moving on:
Code:
[B]cl_interp = cl_interp_ratio / cl_updaterate.[/B]
As an example, here's my rates (probably most other people's rates as well, seeing as how our server caps it out):
Code:
rate = 25000
cl_cmdrate 66
cl_updaterate 66
cl_interp_ratio 2
So, for those numbers, let us calculate cl_interp, then LERP:
cl_interp = cl_interp_ratio / cl_updaterate
cl_interp = 2 / 66
cl_interp = 0.03; therefore
Lerp = 1 / cl_interp
LERP = 1 / 0.03
LERP = 33.3ms (the correct setting for a 66-tick server, according to valve, google it yourself).
So instead of using source's default setting of cl_interp 0.1 (giving me a LERP of 100ms), I should use 0.03 (giving me a LERP of 30.3ms), which by Valve's network interpolation system, is correct.
Alternatively, the same calculations above using cl_interp_ratio 1 (if you use cl_interp_ratio 1, use this method):
cl_interp = cl_interp_ratio / cl_updaterate
cl_interp = 1 / 66
cl_interp = 0.01515... ~ 0.015; therefore
LERP = 1 / .01515
LERP = 66ms
HOWEVER...
The problem is that some people's computers/networks cannot handle cl_interp_ratio 1 and cl_interp 0.015, as it show a sometimes orange/yellow LERP. An orange/yellow LERP is a bad thing -> it means the interp setting is too low for your computer, and you'll get shit reg (pretty much the opposite of using the default values).
I eventually got an occasional orange/yellow LERP from using cl_inter_ratio 1 and cl_interp 0.015 so I switched to a better fitting cl_interp_ratio 2 and cl_interp 0.03, and now reg is much better.
Don't expect every shot to be perfect hit like a lazer, however it should improve your hit registration.
****************** WARNING! ****************
Remember the first paragraph: interpolation affects how close hitboxes are to players = lower interp, means faster interpolations = hitboxes are closer to bodies on screen. Setting a correct interp will tighten the gap between on-screen bodies and hitboxes.
So if you're one of those clowns (no names here, tee-hee) who shoot 2 metres infront/behind a guy and get a headshot, and would like to stick to it, then don't change shit. Alternatively, if you're like me, and actually aim and love to see good shots being made, then set your shit right!
Enjoy!