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deliaren

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Posts posted by deliaren


  1. Thank you!

     

    I have my cl_interp set to 0.0152 for all classes except scoot and sniper.

     

    For scoot and sniper it's 0.034 hope that ins't stupid of me.

     

    I set it to 0.01 just incase, as defaults normally force interp to 0.0152

     

     

    Setting your interp is up2u btw

     

    Depends on how you feel when playing. Same as setting sensitivity.

    Btw when you see this website http://www.funender.com/quake/mouse/index.html#input

    It is just a suggestion whether yes or not to change to the estimated useful dpi. For me I rather low ign sens + medium dpi, too high of a combined sens for me is shit as you can't be as precise with your accuracy. tracking > twitching 75% of the time

     

    but its up2u 2 decide

     


  2. the full explanation

    By default, the client receives about 20 snapshot per second. If the objects (entities) in the world were only rendered at the positions received by the server, moving objects and animation would look choppy and jittery. Dropped packets would also cause noticeable glitches. The trick to solve this problem is to go back in time for rendering, so positions and animations can be continuously interpolated between two recently received snapshot. With 20 snapshots per second, a new update arrives about every 50 milliseconds. If the client render time is shifted back by 50 milliseconds, entities can be always interpolated between the last received snapshot and the snapshot before that.

     

    Source defaults to an interpolation period ('lerp') of 100-milliseconds (cl_interp 0.1); this way, even if one snapshot is lost, there are always two valid snapshots to interpolate between. Take a look at the following figure showing the arrival times of incoming world snapshot

     

    tl;dr standard

    cl_interp 0.1 adds 100ms of lag when you fire your weapon (my perspective)

     

    +for hitscan (scout, sniper (non-huntsman) etc.)

    -for projectile classes (soldier, demo, huntsman, etc.)

     

    for me

    all my hitscan classes: cl_interp 0.1 //interpolation of 100ms

    all my projectile classes: cl_interp 0.01 //interpolation of 10ms

     

    why? cuz im a fucking spazz even @ 1600 dpi/0.7 in game

     

     

     

    I hope both explanations help.

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