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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