cl_interp

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Can anyone tell me what this command is all about? I read about it in tweak guides, etc., but I don't think I understand it completely :p. So please give examples.
 
I dunno but it makes everyone jump around like crazy.
 
for you noobs who werent around when WON was going strong, ex_interp -- now known as cl_interp, basically is the setting which hitboxes and other things are aligned up with the model

.01 is what you should use, you aim at him and he gets shot

.05 os good if .01 isnt working. you aim slightly behind with .05
 
s3pReMiSis said:
for you noobs who werent around when WON was going strong, ex_interp -- now known as cl_interp, basically is the setting which hitboxes and other things are aligned up with the model

.01 is what you should use, you aim at him and he gets shot

.05 os good if .01 isnt working. you aim slightly behind with .05

You mean 0.01 or 0.05? By default it's 0.1 in CS:S. I knew about ex_interp back in the "WON days" but didn't bother playing with it. BTW: what is the value after cl_interp representing? seconds?
 
You're incorrect about the jumping models. That's cl_interpolate 0.
And I use 0.015 but I might put it down to 0.01 later.
 
dekstar said:
You're incorrect about the jumping models. That's cl_interpolate 0.
And I use 0.015 but I might put it down to 0.01 later.

So what's the difference? Is it big?
 
dekstar said:
You're incorrect about the jumping models. That's cl_interpolate 0.
And I use 0.015 but I might put it down to 0.01 later.

Oh yea... well... it's kinda like like, the name atleast.
 
stinger.aim92 said:
So what's the difference? Is it big?
I just told you what the difference is.
The cl_interp command does what everyone else here says it does, but the cl_interpolate command means that the computer won't bother interpolating and go by the packets you send. That also means player models jump instead of being smooth, because it doesn't try and "interpolate" where the player models would be at that time. Kind of like prediction.
 
dekstar said:
I just told you what the difference is.
The cl_interp command does what everyone else here says it does, but the cl_interpolate command means that the computer won't bother interpolating and go by the packets you send. That also means player models jump instead of being smooth, because it doesn't try and "interpolate" where the player models would be at that time. Kind of like prediction.

You misunderstood me (I guess it's my fault, shouldn't have quoted your whole post). I meant is there a big difference between cl_interp set to 0.1 and cl_interp set to 0.015.
 
stinger.aim92 said:
You misunderstood me (I guess it's my fault, shouldn't have quoted your whole post). I meant is there a big difference between cl_interp set to 0.1 and cl_interp set to 0.015.

It really depends on the computer and it's connection. That's why the value can be changed. For some people, .015 is awful. For others, it's great.

It's easiest to try several settings while on the same server and on the same map. Enter these in your console if you don't normally use the brace keys:

bind ] "cl_interp .1"
bind [ "cl_interp .015"

Play online and switch the interp value every once in a while by hitting one of the brace keys. Whichever seems to give you better aiming is the one you should stick with. Later, you can try cl_interp .025 vs .015 or whatever.

In general, the better your connection and and more stable your REAL ping is, the more likely you'll be better off with ~.01

Here is a good article about netcode
 
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