IIRC it restricts how far out of sync the server allows clients to go
from the time which the server thinks the client is supposed to be at.
On 2014/12/19 8:59, Comberbach . wrote:
Can someone explain what sv_clockcorrection_msecs does?
Cheers,
Phantom
> Why even use "100" 64 is enough or if you think you need more why
not go straight to 128. 64 tick with sv_clockcorrection_msecs 15
"feels" like 128. Personally I use sv_clockcorrection_msecs 0 which
also works fine if every player has decent jitter
>
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