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 LERP for n00bs Updated 9-11-2010 (Thx Spyda,Tucker,State) 
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
how do you look at your lerp? to see if it white/yellow or orange?


Wed Aug 18, 2010 7:01 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Bl@ze wrote:
how do you look at your lerp? to see if it white/yellow or orange?



go into console and type net_graph 1

and press enter

u can try net_graph 2 or net_graph 3 they have more info, but can also really get in the way.

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Wed Aug 18, 2010 7:06 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
lerp in a nutshell (correct me if I'm wrong):

the lower the lerp, the better the hitboxes. the lower your lerp, the closer it is to the server time(but it will never be 0, the lowest I can get is 10 ms). However, if the lerp is yellow/orange, shots tend to not register server-side(loss). So you're sacrificing reg for better hitboxes the lower you go.

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Last edited by Garrett on Thu Aug 19, 2010 3:55 pm, edited 1 time in total.



Wed Aug 18, 2010 7:39 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Ahh I see how it works now


Wed Aug 18, 2010 7:50 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
I went with setting everything to 67 and my ratio to 1 and im getting 30+ lerp now and white. Im whoopin some arse
Thanks guys. Oh and I didnt realize it but my lerp was at like 10 and ive been playing like that forever hahaha. its been constantly in the orange- BAD. ><


Wed Aug 18, 2010 11:26 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Hi guys,

Will those commands work well for me? Will it give me some improovements?

Btw, I'm playing from Brasil, so my ping is about 160ms, never changed my interp or anything.

Last time i checked, my lerp was like 100ms.

Got used to play like this, but... What u guys think?


Mon Aug 23, 2010 6:15 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
it should help you regardless of ping I would test it out though

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Fri Aug 27, 2010 1:15 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Garrett wrote:
lerp in a nutshell (correct me if I'm wrong):

the lower the lerp, the better the hitboxes. the lower your lerp, the closer it is to the server time(but it will never be 0, the lowest I can get is 10 ms). However, if the lerp is yellow/orange, shots tend to not register server-side(loss). So you're sacrificing reg for better hitboxes the lower you go.


Not really.

lerp controls the threshold for the oldest data packets that your client will use to display things.

A lerp of 100ms means that all game packets are "buffered" for 100ms before being used for anything.

Since the server sends updates to your screen much less frequently than your display updates, the client uses this buffering to interpolate the positions of entities.

While each new video frame has the entities (players, physics entities like barrels, etc) in different positions, your client is deciding where that entity would have been during that instant (since you don't have any information about where they were due to the lower update-from-server rate)

It does this by knowing where the entity probably was if they ran a straight line between the two update packets. Since your packets are buffered, the game actually "knows" where the entites are for an amount of time approx. equal to your lerp value before it is shown on your screen. Since it knows the "future" position of the entities and, of course, the past, it is able to render entity positions at your video frame rate smoothly.

To give you an idea of why this is necessary, the SDK says the server only updates each client 20 times per second, while most people* play with 60+ FPS. Can you imagine having to constantly play with 20 FPS?

Too low of a lerp value will mean that you have only one or zero packets to average and your screen may look choppy.

Too high of a lerp value will cause you to buffer more packets than is necessary, delaying your gameplay.

But if I'm buffering packets, and seeing the world with a lag, won't I be shooting behind people behind me?
Not really, because when you fire, the server takes the time it received packet, and subtracts your ping and your lerp.

So if the server received your "fire" packet at 1000 ms but you have a ping of 70ms and a lerp of 100ms, the server assumes that you pressed the fire button at 830ms and makes sure other clients are affected as such.

How come when I shoot someone, I see blood allovertheirface, but did no damage?
Since your client gets updates much slower than your video refreshes, your client runs the same hit detection algorithm as the server but locally. If your client thinks you hit the enemy, it will show blood. It's possible, however, that the server disagrees -- in which case you won't have done any damage.

How come I safely run clear behind a wall but then fractions of a second later I found out I died?
People with high-ping / high-lerp are to blame here. In their defense, they actually did shoot you on their screen correctly, but their high ping / high-lerp are forcing the server to "go back in time" farther than your ping + lerp.

Since you have a lower ping / lower lerp the server isn't telling you that you are dead until after you're behind the wall.

Whats this peeker's advantage?
Basically, moving players have a tiny advantage over stationary players. This is due to the interpolation and lag compensation but can be reduced by lowering your lerp.

Source: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

* Except Luff

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Fri Aug 27, 2010 6:07 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
fomenta wrote:
Garrett wrote:
lerp in a nutshell (correct me if I'm wrong):

the lower the lerp, the better the hitboxes. the lower your lerp, the closer it is to the server time(but it will never be 0, the lowest I can get is 10 ms). However, if the lerp is yellow/orange, shots tend to not register server-side(loss). So you're sacrificing reg for better hitboxes the lower you go.


Not really.

lerp controls the threshold for the oldest data packets that your client will use to display things.

A lerp of 100ms means that all game packets are "buffered" for 100ms before being used for anything.

Since the server sends updates to your screen much less frequently than your display updates, the client uses this buffering to interpolate the positions of entities.

While each new video frame has the entities (players, physics entities like barrels, etc) in different positions, your client is deciding where that entity would have been during that instant (since you don't have any information about where they were due to the lower update-from-server rate)

It does this by knowing where the entity probably was if they ran a straight line between the two update packets. Since your packets are buffered, the game actually "knows" where the entites are for an amount of time approx. equal to your lerp value before it is shown on your screen. Since it knows the "future" position of the entities and, of course, the past, it is able to render entity positions at your video frame rate smoothly.

To give you an idea of why this is necessary, the SDK says the server only updates each client 20 times per second, while most people* play with 60+ FPS. Can you imagine having to constantly play with 20 FPS?

Too low of a lerp value will mean that you have only one or zero packets to average and your screen may look choppy.

Too high of a lerp value will cause you to buffer more packets than is necessary, delaying your gameplay.

But if I'm buffering packets, and seeing the world with a lag, won't I be shooting behind people behind me?
Not really, because when you fire, the server takes the time it received packet, and subtracts your ping and your lerp.

So if the server received your "fire" packet at 1000 ms but you have a ping of 70ms and a lerp of 100ms, the server assumes that you pressed the fire button at 830ms and makes sure other clients are affected as such.

How come when I shoot someone, I see blood allovertheirface, but did no damage?
Since your client gets updates much slower than your video refreshes, your client runs the same hit detection algorithm as the server but locally. If your client thinks you hit the enemy, it will show blood. It's possible, however, that the server disagrees -- in which case you won't have done any damage.

How come I safely run clear behind a wall but then fractions of a second later I found out I died?
People with high-ping / high-lerp are to blame here. In their defense, they actually did shoot you on their screen correctly, but their high ping / high-lerp are forcing the server to "go back in time" farther than your ping + lerp.

Since you have a lower ping / lower lerp the server isn't telling you that you are dead until after you're behind the wall.

Whats this peeker's advantage?
Basically, moving players have a tiny advantage over stationary players. This is due to the interpolation and lag compensation but can be reduced by lowering your lerp.

Source: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

* Except Luff


TL;DR version:

If you have 100 lerp, you suck.

Seriously though, I might have learned something from that post. Only time will tell. Nice.

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Fri Aug 27, 2010 9:27 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
thanks, snuggle..

I will test it.


Sun Aug 29, 2010 10:55 am
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
fomenta wrote:
How come I safely run clear behind a wall but then fractions of a second later I found out I died?
People with high-ping / high-lerp are to blame here. In their defense, they actually did shoot you on their screen correctly, but their high ping / high-lerp are forcing the server to "go back in time" farther than your ping + lerp.

Since you have a lower ping / lower lerp the server isn't telling you that you are dead until after you're behind the wall.


This is my biggest problem. It happens almost 90% of the time, so now I've just come to accept that as unavoidable.


Sun Aug 29, 2010 1:45 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
fomenta wrote:
Too low of a lerp value will mean that you have only one or zero packets to average and your screen may look choppy.


Hmm, my game never feels choppy and I seem to get great registry. I get 0ms - 10ms LERP (depends on the server)

Garrett wrote:
lerp in a nutshell (correct me if I'm wrong):

the lower the lerp, the better the hitboxes. the lower your lerp, the closer it is to the server time(but it will never be 0, the lowest I can get is 10 ms). However, if the lerp is yellow/orange, shots tend to not register server-side(loss). So you're sacrificing reg for better hitboxes the lower you go.


HERE IS HOW YOU GET 0 LERP IN THE WHITE.

Here are the key commands:
cl_interp_ratio 0
cl_interp 0
cl_cmdrate 101
cl_updaterate 101
rate "1048576" (THIS IS NOT IMPORTANT, USE WHATEVER YOU WANT. THIS IS JUST MY PREFRENCE)

Here are my current rate settings
//Rates Settings
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"

Also please note that you will not always get 0 LERP in every server. n00bfest unrestricts interp settings and you CAN get 0 LERP


ALSO on ESEA you can use cl_updaterate 120 to lower your LERP

enjoy

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Thu Sep 02, 2010 5:00 am
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
sweet dude. Thanks.

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Thu Sep 02, 2010 7:49 am
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
Verified, copy & pasting your settings into my autoexec = zero lerp. Seems like pretty F*CKIN good reg too.

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Thu Sep 02, 2010 12:11 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
dirkdeagler wrote:
Verified, copy & pasting your settings into my autoexec = zero lerp. Seems like pretty F*CKIN good reg too.


you're welcome :D

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Thu Sep 02, 2010 1:19 pm
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Post Re: LERP for n00bs Updated 9-2-2010 (Thx Spyda,Tucker,State)
Updated main post- changed title, added State's settings.

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Thu Sep 02, 2010 1:38 pm
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Post Re: Spyda & Tucker's Lag Fix (new CS:S Orangebox)
State_Radio wrote:
fomenta wrote:
Too low of a lerp value will mean that you have only one or zero packets to average and your screen may look choppy.


Hmm, my game never feels choppy and I seem to get great registry. I get 0ms - 10ms LERP (depends on the server)



fomenta wrote:
Too low of a lerp value will mean that you have only one or zero packets to average and your screen may look choppy.



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Thu Sep 02, 2010 3:18 pm
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Post Re: LERP for n00bs Updated 9-2-2010 (Thx Spyda,Tucker,State)
dirkdeagler wrote:
9-2-2010
Newest 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"


sv_unlag would be server-only since it has the sv_ prefix, and when I exec a config with these commands I get this:


Unknown command "cl_lagcomp_errorcheck"
Unknown command "cl_interpolate"
Unknown command "sv_unlag"

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Thu Sep 02, 2010 4:06 pm
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Post Re: LERP for n00bs Updated 9-2-2010 (Thx Spyda,Tucker,State)
Kwang! wrote:
dirkdeagler wrote:
9-2-2010
Newest 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"


sv_unlag would be server-only since it has the sv_ prefix, and when I exec a config with these commands I get this:


Unknown command "cl_lagcomp_errorcheck"
Unknown command "cl_interpolate"
Unknown command "sv_unlag"


some of those commands were pre - OB engine.

sv_unlag was in there in case you hosted a server.

don't need to nerd out over three commands.

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Thu Sep 02, 2010 4:12 pm
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Post Re: LERP for n00bs Updated 9-2-2010 (Thx Spyda,Tucker,State)
LOL "nerd out"

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