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After some testing, that what I found:


cl_interp sets the interpolation time.
cl_interp_ratio sets the MINIMAL interpolation time with
cl_interp_ratio/cl_updaterate.
[B]
Example 1:[/B]

cl_interp 0.01
cl_interp_ratio 1
cl_updaterate 100

Min interpolation time is 0.01s (10 ms) because 1/100=0.01.

[B]Example 2:[/B]

cl_interp 0.01
cl_interp_ratio 2
cl_updaterate 100

Min interpolation time is 0.02s (20 ms) because 2/100=0.02.
Here, Setting cl_interp to 0.01 doesn't change anything as setting it to
0.02 because cl_interp_ratio has the last word on the value.

[B]Example 3:[/B]

cl_interp 0.1
cl_interp_ratio 1
cl_updaterate 100

Min interpolation time is 0.01 (10 ms) because 1/100=0.01.
But the interpolation time here is 0.1s (100 ms) because of cl_interp.


I think that cl_interp_ratio is now useless...why have two CVars which do
the same thing?
It would be nice if someone from VALVe could answer.

Thanks in advance.

AnAkIn.

2007/10/6, AnAkIn . <[EMAIL PROTECTED]>:
>
> With the new TF2 update, "cl_interp" which was removed before, came back,
> and now there are both cl_interp and cl_interp_ratio, so which one is really
> used?
>
> ] cl_interp
> "cl_interp" = "0.010000" ( def. "0.1" ) min. 0.000000 max. 0.500000
> client
> - Sets the interpolation amount (bounded on low side by server interpratio 
> settings).
> ] cl_interp_ratio
> "cl_interp_ratio" = "1" ( def. "2.0" )
> client
> - Sets the interpolation amount (final amount is cl_interp_ratio /
> cl_updaterate).
>
>
> Does that mean cl_interp_ratio is no longer used and now it's only
> cl_interp?
>
> Someone also said on the steam forums that the net code bug which people
> talked a lot about was fixed with this. ( you know the popular topic about
> net code fix for competitive gaming on steam forums
> http://forums.steampowered.com/forums/showthread.php?t=490324)
>
> I would like an answer about cl_interp/cl_interp_ratio from VALVe.
>
>
> Thanks in advance.
>
> AnAkIn.
>
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