cl_interp is the amount of latency the client lags the models they see in their screen. This is necessary to smooth the position updates client receives from server. Changing it will cause no hit performance at all. The server will automatically compensate for this lag based on the players cl_interp value. Lowering or raising it will not give you better results. The complaints about hit registry is because the server and client will always have different results, because numbers can go into infinite (example: pi) and we can only network a number the size of -2,147,483,648 to +2,147,483,648. So you see the predicament.
On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger <eclyp...@hotmail.com> wrote: > > So I've got a client saying that he wants to set his cl_interp to something > lower than 100, but the servers prevent him from changing it. I'll be > honest, I don't know a damn thing about this interp crap. So my questions > are: > > Will reducing the client interp cause a hit in performance? What are the > side-effects? > How the hell did I limit it to 100? > Do you limit your interp? What's yours at? > > This is for TF2, btw. > > Thank you, > Alec Sanger > > > > _________________________________________________________________ > Hotmail: Trusted email with Microsoft's powerful SPAM protection. > http://clk.atdmt.com/GBL/go/196390706/direct/01/ > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds