No, this isn't improving anything. The clients set their interps through
cl_interp, not cl_interp_ratio. cl_interp_ratio is just limiting the lower
bound of cl_interp.
https://github.com/ValveSoftware/Source-1-Games/issues/816


2013/6/17 The H4x0r <[email protected]>

> sv_client_max_interp_ratio probably won't affect server load since the
> interpolation calculations are done client-side, but forcing everyones
> cl_interp_ratio to 1 improves consistency between clients just like forcing
> everyone to use the same cmd and update rates. cl_interp_ratio 2 (which is
> the default) isn't really needed unless the client suffered from serious
> packet loss (like 30%). The vast majority of connections have 0% packet
> loss.
>
> > Date: Sun, 16 Jun 2013 12:43:13 -0700
>
> > From: [email protected]
> > To: [email protected]
> > Subject: Re: [Csgo_servers] Server Side Sv drops down to 40-60 when its
> full
> >
> > people wont play a server thats 64 tick, would sv_client_max_interp_ratio
> > make a big diff?
> >
> > Thank you so much for helping sir
> >
> >
> >
> > --
> > View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/Server-Side-Sv-drops-down-to-40-60-when-its-full-tp4775p4785.html
> > Sent from the CSGO_Servers mailing list archive at Nabble.com.
> >
> > _______________________________________________
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