Lerp and you..

Storable Coma

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May 12, 2013
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Was browsing the FAQ and I noticed while you guys mention choke and loss you don't cover LERP. Figured since I was playing with my settings on the server I'd pass a few links along if anyone is interested.

Lerp tends to be the delay between the model you see and the hitboxes of the model.

[ame]http://www.youtube.com/watch?feature=player_embedded&v=j1OqFVlgGp8[/ame]

Pretty good video that explains it, if need be I can pass a few forum links that discuss the topic; wasn't sure if it would be advertising as they are for other clans, so i've merely posted the youtube video.

The lowest I was able to get my lerp was .30 to have it white, anything under doesn't produce loss but remains orange/yellow.

Some say it is just a placebo, but i've seen my KD ratio become all the better as I started tweaking for Choke/Loss and Lerp.
 
I use cl_interp 0 because from what i'm told that makes your client interpret player models as little as possible and syncs it with the server as much as it can
 
was wondering what that was! mine is at 10 sometimes so i will work on it.

tnx for sharing storable coma!
 
I use cl_interp 0 because from what i'm told that makes your client interpret player models as little as possible and syncs it with the server as much as it can

This can be true, but setting the value too low (i.e. anything less than 33ms) will most likely cause packet loss; this will largely depend on your connection.

-Blue
 
Cl_interp 0
Cl_interp_ratio 0

I have zero loss with these settings, and my lerp is 14.9 (yellow)
 
Since the new update back in March or whatever I never seen to get my lerp and rates correct on eGO servers. I had games so bad that people where shooting at me the moment I would turn a corner which suggests they were seeing me way earlier than I see them. Sometimes I get shot while peeking a corner while I was already in clear cover.

At other times I was lerping out everyone else. My scope would appear in front around a corner before I had visibility of the corner. So I would be able to shoot someone without being visible to them? It sounds strange but it seems like the lerp was in my advantage.

I played on a server, after the update, not eGO, when I had 7 consecutive k98 shots all of which were 83's. Considering the limb hitbox is 10% of the total hitbox the probability of this happening is 1 out of 10 million. The better explanation is that if you get an unreal number of 83s with a k98 then you are being lerped by your target. So when you shoot at what you think is the center in actuality the target is moved past that and you hit the boundary of the hitbox which produces too many 83s.

I think the funniest happened a while back when I was playing k98 on the eGO donner server and I was simply unable to miss with a k98. It was clear that many of my shots were misses, I am talking about clearly inches off the model, and still I was hitting everyone. Whether out in the open or hiding in windows. I never figured out my right rates for the server. I changed my cfg a lot and none of it helped me, seems like it is time and day of week for me.
 
oh, I miss read this as "larp and you" that would have been a lot more fun.
 
Cl_interp 0
Cl_interp_ratio 0

I have zero loss with these settings, and my lerp is 14.9 (yellow)

Buddy, this is producing loss for you. Have you every been killed and noticed that your shot hit them smack in the face (IE you saw blood) but there was no damage? Welcome to the horrid world of loss. Even if your netgraph isn't reading loss, yellow lerp will produce it.

Cubey: Sounds like your connection tends to fluctuate. Perhaps try rebooting your router/modem before jumping on a game? o.O
 
The server settings set the minimum values for cl_interp. Even if you have a config file with "cl_interp 0" and "cl_interp_ratio 0", you will only get about 14.0ms on eGO servers. Bottom line, the closer to the 0 you are with interp the more aligned your hitbox and player models are; however, you risk having poorer hit registration due to an increase in choke or loss. I don't think it really matters at this point because the last DOD:S update seems to have crippled hit registration.
 
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The server settings set the minimum values for cl_interp. Even if you have a config file with "cl_interp 0" and "cl_interp_ratio 0", you will only get about 14.0ms on eGO servers. Bottom line, the closer to the 0 you are with interp the more aligned your hitbox and player models are; however, you risk having poorer hit registration due to an increase in choke or loss. I don't think it really matters at this point because the last DOD:S update seems to have crippled hit registration.

True if you stray to low you will receive choke and loss. net graph 3 will show you your lerp and your choke and loss. Just ensure your lerp is as low as it will go and stay white and watch your choke and loss. I myself tend to get a little loss here and there with low lerp, though you can always just adjust your cmdrate and updaterate to fix that.
 
I know you can achieve 0.0ms on all servers if you enter

Code:
cl_updaterate 9999999999
cl_interp 0
cl_interp_ratio 0

Might be purely visual though, no idea.
 
The lowest I can get on eGO servers is 20ms without any yellow or red warnings.

cl_updaterate 101
cl_cmdrate 101
rate 500000000 (it'll auto correct upon joining the server of their max)
cl_interp .02
cl_interp_ratio 1
 
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