The 100 he is talking about propably is the one listed on the screen as 
shown with net_graph 1. 100ms aka 0.1 interp.

-ics

AnAkIn . kirjoitti:
> 100? wtf?
>
> Read this
>
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
> 2010/1/9 Joel R. <joelru...@gmail.com>
>
>   
>> 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
>>>
>>>
>>>
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