I thought as clayton did for quite some time, and the reason is simply due to the use of the word "interpolation" and the fact that some documentation (alhtough I cant find it) suggested cl_interp was a 'maximum' value.
The documentation at the link posted explains that the value of cl_interp is a delay value, by which all game world representation is re-wound prior to rendering. Unfortuantely, this means that the fight is for lower values of cl_interp (you will see your enemies before they see you). I don't know many other peoples direct opinions but I know that it's possible to die in less than 50ms. It does beg the question though, why cl_interp is not locked for internet gaming. I would imagine it is similar however to the state of cl_smooth and the choices of default updaterate and cmdrate values. So much for cheats really, when you can clearly gain advantage by optimising your cvars. On 6/28/05, Ben <[EMAIL PROTECTED]> wrote: > That's not how it works I'm afraid ;) It's all explained in this guide: > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html > > It explains the interpolation, prediction, and lag compensation. > Regards, > Ben > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] > Sent: 27 June 2005 17:59 > To: [email protected] > Subject: RE: [hlds] Re: sv_unlag and Ping > > I'm not totally sure about this, so anyone can feel free to correct me. I > think if you turn cl_interpolate of, but set cl_interp 0.5, then the > hitbox lags .5 seconds behinds the player. Some players might use this to > hit players that appear to have already hidden behind a wall, or run > through a crack in the doors... I've never tried it, as I try to get my > models and hitboxes in the same place, but thats what I've kind of > gathered. > > Again, not totally sure on this... > > Thanks for input though > On Monday, June 27, 2005 2:01 am, Ben said: > > What are you worried about exactly? People using high interp values to > > cause > > annoyance to other players? Seems like a strange thing to worry about. > > > > -----Original Message----- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg > > Sent: 26 June 2005 23:24 > > To: [email protected] > > Subject: Re: [hlds] Re: sv_unlag and Ping > > > > Would turning sv_unlag down to the highest acceptable limit on our > > server keep people from using interpolate to have hitboxes lag behind > > models? We usually accept a 125ms-140ms ping, and start kicking at > > higher than that... (mainly as a way for the regs to get in). So should > > we set sv_unlag to 0.140? > > > > Thanks, > > Steve > > > > > > iceflatline wrote: > > > > > well, obviously... > > > > > > Clayton Macleod wrote: > > > > > >> well, obviously, sv_unlag is what turns on the compensation for > > >> clients' latency. It's what makes it so you don't have to lead your > > >> shots in front of the model you see, so you can actually aim at the > > >> model as if you had no latency at all. Turning it off just brings you > > >> back to the quake 1 days when there was nothing done to compensate for > > >> latency at all. The only situation where you might consider turning > > >> this off is on a LAN, but even then it makes no sense to turn it off, > > >> really. > > >> > > >> On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote: > > >> > > >> > > >>> i agree. i run hl and tfc servers (iceflatline.homeip.net) with that > > >>> cvar enabled and it does seem to help clients with latency issues. > > >>> > > >>> > > >> > > >> > > >> -- > > >> Clayton Macleod > > >> > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list > > >> archives, please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlds > > >> > > >> > > >> > > >> > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

