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dirkdeagler
[n00b] Member
Joined: Sun Oct 25, 2009 7:12 pm Posts: 3663 Location: Mt Hood, Oregon
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LERP for n00bs Updated 9-11-2010 (Thx Spyda,Tucker,State)
9-11-2010Here's the best possible settings considering recent server settings: Code: cl_updaterate 66 cl_cmdrate 66 cl_interp 0.031 cl_interp_ratio 1 rate 999999 This should give you lerp readout of 31ms and mostly white/some yellow. See the discussion in this thread-- it's really quite good. Spyda schools us all. 9-2-2010Newest info, from State.. I have a lerp of 0 and in the white on n00bfest main #1 with these settings: State wrote: cl_lagcomp_errorcheck "0" cl_lagcompensation "1" cl_updaterate "101" cl_interpolate "1" sv_unlag "1" cl_cmdrate "101" cl_interp "0" cl_interp_ratio "0" cl_smooth "0" cl_smoothtime "0.01" cl_resend "6" rate "1048576" cl_pred_optimize "2" net_maxfragments "1400" cl_timeout "30" cl_predictweapons "1" Original Post:It's buried in the Announcements forum, and it worked for me and several others, so I felt it deserves a sticky here. Tucker wrote: cl_cmdrate 101 cl_updaterate 101 rate 25000 cl_interp .01
net_graph 2 (check out lerp)
cl_interp_ratio 1 .. 2
Start at 1 and raise it till lerp is mostly white/sometimes yellow. Works for me. GREAT thread on rates & lerp, with "pre-sets": http://forums.steampowered.com/forums/s ... ?t=1358325....... steampowered forums wrote: //PRO: Best reg, hitboxes better aligned to on-screen model position //CON: Some other players might have slight reaction time advantage //lerp in netgraph will be approx. 30 ms rate "60000" cl_cmdrate "67" cl_updaterate "67" cl_interp "0.030" cl_interp_ratio "1"
//PRO: Slight player advantage for better reaction time //CON: Hitboxes not perfect on moving and strafing targets //lerp in netgraph will be approx. 15 ms rate "60000" cl_cmdrate "67" cl_updaterate "67" cl_interp "0.015" cl_interp_ratio "1"
Also, as long as tearing is not an issue for you, I recommend not using vsync or limiting max_fps. Both WILL put you at a disadvantage in competitive game play.
These rates assume the following: 66 tic server (the only option now although there is reportedly a 100 tic server plug-in available) Good server connection, 60 ms or less Broadband internet connection, 1.5+ megabits/sec Yes, I know you don't really need a 60K rate, but it does not hurt anything to have it
_________________ BAN Log: Player [[n00b] Reborn''] [STEAM_0:1:456925] Time 02/21/2010 @ 17:17:03
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Thu Jul 08, 2010 8:56 am |
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Reborn
[n00b] Member
Joined: Thu May 21, 2009 11:00 pm Posts: 2117 Location: Sagittarius A*
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Re: Tucker's Lag Fix (new CS:S Orangebox)
This thread has the official Reborn's Seal of Approval.
Keeping cl_interp constant and varying the ratio is the key.
In my case (since I only play on n00bfest servers),
cl_updaterate = 66; cl_interp = 0.015~; cl_interp_ratio = 2;
My lerp is ~ 30.2 and white.
Compared to having cl_interp 0.1 and cl_interp_ratio 1, the overall performance is significantly better.
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Thu Jul 08, 2010 9:26 am |
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Tazzaler
[n00b] Member
Joined: Wed Jul 23, 2008 11:00 pm Posts: 5727 Location: Dakota, North
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Re: Tucker's Lag Fix (new CS:S Orangebox)
I guess I will have to stop puting my ratio to 1, as before orangebox I thought putting it to one was better.
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Thu Jul 08, 2010 10:06 am |
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dirkdeagler
[n00b] Member
Joined: Sun Oct 25, 2009 7:12 pm Posts: 3663 Location: Mt Hood, Oregon
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Re: Tucker's Lag Fix (new CS:S Orangebox)
Yup my lerp was at 100 and white, which I thought was good. Now it's way down in the 20's and white/yellow and I'm actually hitting shit and people shooting me make sense since i'm not behind walls.
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Thu Jul 08, 2010 10:42 am |
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Montreal
[n00b] Member
Joined: Fri Aug 21, 2009 3:46 am Posts: 2623 Location: Montreal, Canada
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Re: Tucker's Lag Fix (new CS:S Orangebox)
What's all this lerp people are talking about?
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Thu Jul 08, 2010 11:40 am |
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dirkdeagler
[n00b] Member
Joined: Sun Oct 25, 2009 7:12 pm Posts: 3663 Location: Mt Hood, Oregon
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Re: Tucker's Lag Fix (new CS:S Orangebox)
Linear Interpolation. Whatever the F*CK it means.
I just want to shoot at what I see, and not get killed after I feel I got away from a shot. Somehow it all helps that.
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Thu Jul 08, 2010 11:57 am |
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Montreal
[n00b] Member
Joined: Fri Aug 21, 2009 3:46 am Posts: 2623 Location: Montreal, Canada
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Re: Tucker's Lag Fix (new CS:S Orangebox)
dirkdeagler wrote: Linear Interpolation. Whatever the F*CK it means.
I just want to shoot at what I see, and not get killed after I feel I got away from a shot. Somehow it all helps that. Sounds good to me!
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Thu Jul 08, 2010 11:59 am |
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dirkdeagler
[n00b] Member
Joined: Sun Oct 25, 2009 7:12 pm Posts: 3663 Location: Mt Hood, Oregon
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Re: Tucker's Lag Fix (new CS:S Orangebox)
Exactly. I'm sure there's hours of math & lurnin' to do to understand it, but if i hit the shit i shoot at I'm a happy cs player hehe.
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Thu Jul 08, 2010 12:09 pm |
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Tucker
n00bfest Ancient, Senior Admin
Joined: Sun Aug 07, 2005 11:00 pm Posts: 2629 Location: Cocoa, Florida
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Re: Tucker's Lag Fix (new CS:S Orangebox)
dirkdeagler wrote: Linear Interpolation. Whatever the F*CK it means.
I just want to shoot at what I see, and not get killed after I feel I got away from a shot. Somehow it all helps that. I'm still a victim of the latter 24/7. Probably because 26 out of the 28 people in the server when I play have .1 interp still. To give credit where credit is due -- Spyda was the one who told me about lerp on the first day I played (quite a bit after the update).
_________________R.I.P. Stanislav "Lord_Macros" Krivosheev
The noblest of noble.
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Thu Jul 08, 2010 12:10 pm |
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Reborn
[n00b] Member
Joined: Thu May 21, 2009 11:00 pm Posts: 2117 Location: Sagittarius A*
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Re: Tucker's Lag Fix (new CS:S Orangebox)
I've actually come to accept that as an unavoidable event every time I play nowadays. Still, it is not a pleasant feeling when you get shot when you are 10-20 ft away from where the bullet hit.
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Thu Jul 08, 2010 1:00 pm |
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Spyda
Game Server Admin
Joined: Thu Apr 29, 2004 11:00 pm Posts: 5606 Location: Yo mama's room, Bitch!
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Re: Tucker's Lag Fix (new CS:S Orangebox)
This is where I originally learned about it from a pro TF2 guy.. http://www.youtube.com/watch?v=j1OqFVlgGp8Shitty descriptions for it, but you get the point and how you can manipulate it to get the best reg, and possibly exploit it with binds. With the different weapons TF2 has consisting of "hitscan" and "projectile" shots you have to change your interp depending on what class you play. The white, yellow, orange depends more on the server than your rates like that video suggests. Leaner servers with <24 you can have a lower ratio and scrim server you can get down close or to 1.0.
_________________icemaN: i was droppin wards like they were turds
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Thu Jul 08, 2010 3:16 pm |
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dirkdeagler
[n00b] Member
Joined: Sun Oct 25, 2009 7:12 pm Posts: 3663 Location: Mt Hood, Oregon
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Sweet man. I've given you credit in the title. For wahtever reason I'm not able to sticky this but I'll report it so someone can.
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Thu Jul 08, 2010 6:35 pm |
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Windsinger
Forum Newbie
Joined: Fri Jul 09, 2010 3:33 pm Posts: 4
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Thanks for the fix I got an extra 15 FPS out of this and my lerps looking better
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Sat Jul 10, 2010 3:27 pm |
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r3xx3r
Supreme Spammer
Joined: Wed Dec 14, 2005 12:00 am Posts: 1074 Location: Westchester
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Now, how do i put this into an autoexec.cfg file. I know where to put it but do i need any extra commands inside to make it work??
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Sat Jul 10, 2010 4:48 pm |
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-Purple-
Game Server Admin
Joined: Tue Apr 01, 2008 11:00 pm Posts: 5190 Location: Vegas Baby
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
gracias
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Sat Jul 10, 2010 5:18 pm |
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dirkdeagler
[n00b] Member
Joined: Sun Oct 25, 2009 7:12 pm Posts: 3663 Location: Mt Hood, Oregon
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
r3xx3r wrote: Now, how do i put this into an autoexec.cfg file. I know where to put it but do i need any extra commands inside to make it work?? nopers, i did it no prob, just 1 line per command.
_________________ BAN Log: Player [[n00b] Reborn''] [STEAM_0:1:456925] Time 02/21/2010 @ 17:17:03
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Sat Jul 10, 2010 6:13 pm |
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krick3t
[n00b] Member
Joined: Thu Jun 10, 2010 8:33 pm Posts: 173 Location: Georgia
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Thank ya
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Thu Jul 15, 2010 2:07 am |
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r3xx3r
Supreme Spammer
Joined: Wed Dec 14, 2005 12:00 am Posts: 1074 Location: Westchester
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
dirkdeagler wrote: r3xx3r wrote: Now, how do i put this into an autoexec.cfg file. I know where to put it but do i need any extra commands inside to make it work?? nopers, i did it no prob, just 1 line per command. the weird thing is, my cl_interp resets everytime i start cs:S and i have to manually type it back into the console. is that because of the n00bfest server or something on my end?? (i only play on the n00b main server).
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Thu Jul 15, 2010 2:45 am |
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Spyda
Game Server Admin
Joined: Thu Apr 29, 2004 11:00 pm Posts: 5606 Location: Yo mama's room, Bitch!
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Yeah, I do too. You probably just have to type it into your config.
_________________icemaN: i was droppin wards like they were turds
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Thu Jul 15, 2010 6:32 am |
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Tucker
n00bfest Ancient, Senior Admin
Joined: Sun Aug 07, 2005 11:00 pm Posts: 2629 Location: Cocoa, Florida
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Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Yeah, it's gotta go in autoexec.cfg.
_________________R.I.P. Stanislav "Lord_Macros" Krivosheev
The noblest of noble.
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Thu Jul 15, 2010 7:22 am |
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