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Maybe the dev team can embed [into the engine] a semi-basic client-side 
algorithm that auto-adjusts cl_interp based on latency and data rates?  Would 
that solve the problem?


--Ozz

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> I have played around with cl_interp more than most people and I can tell you
> it makes very little difference if you set it to 0.1 (default) or 0.01 or
> any number in between based on calculating any number of variables you would
> care to name to base your cl_interp on.
> Besides 0.01 is not going to do you much good unless you are on a server
> with a 10ms ping or you are getting 100 updates a second, or however else
> you wish to base the rationale for setting cl_interp to a certain value.
> On 10/13/05, Suck. wrote:
> >
> > Actually, the most fair setting is:
> > cl_interpolate 1; cl_interp .01
> >
> > 1/.01 is the CAL standard that the CAL CSP cvar blocker plug-in enforces
> > (not that I'm a fan of the CSP, but ...). This eliminates virtually all
> > interp assistance and levels the playing field for everyone.
> >
> > Forcing everyone to 1/.1 to combat interp exploitation because it's
> > default
> > is like forcing everyone to cl_updaterate 20; cl_cmdrate 30 to combat rate
> > exploitation. It's screwing over the people who do use the best setting,
> > 1/.01, or in the case of rates, high rates such as 101/100.
> >
> >
> > -Grant.
> >
> >
> >
> > -----Original Message-----
> > From: Whisper
> > Sent: Wednesday, October 12, 2005 10:18 PM
> > Subject: Re: [hlds] cs:s is full of cheaters
> >
> > BTW, if it was up to me, I'd force cl_interpolate 1 & cl_interp 0.1 on
> > Source for ALL players, I play with those settings and I get plenty of
> > kills
> > on pub servers.
> >
> >
> >
> >
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> >
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