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. > > > > _______________________________________________ > > Csgo_servers mailing list > > [email protected] > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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