I really must be missing something here. The guy turns off interpolation
and then complains that there's no longer any lag compensation. He then
turns on interpolation and complains that there is lag compensation.

WTF?


1) Got teh internets? Got latency.

2) If you're on a dedicated lan, as stated by Valve many times before:
feel free to turn off interpolation. You probably don't need it. This is
especially true of decent switched gigabit networks.

3) If you're playing games over the internet then you want to make sure
that what you can see, and shoot legitimately on your screen, gets hit.
Even if that means that the player you shot gets retrospectively killed
after he/she thinks they've moved away from that location.


Really, it seems the argument is that gamers can't understand why there
is latency, or use any of the methods provided to deal with it. Then the
blame is put on bad 'netcode', specifically Valve's CS Source netcode,
because the gamer in question messed around with a few variables without
any clear understanding of what they do.

Short version: if you have little or no latency, turn off interpolation.
If you have latency above a few ms, then you probably should turn it on
and just play the game. What you actually shot will get hit (give or
take a few ms, but it will still count as a hit in the original time).

The game as you see it is not identical to the game as everyone else
sees it because, to date, computer networks do not have a light speed
hive mind. There's no point in comparing differing screenshots timed
across networked computers. All that's doing is confirming the need for
lag compensation in the first place.


When will this subject die?

-Anders



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