100? wtf?

Read this

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

2010/1/9 Joel R. <[email protected]>

> cl_interp is the amount of latency the client lags the models they see in
> their screen.  This is necessary to smooth the position updates client
> receives from server.  Changing it will cause no hit performance at all.
> The server will automatically compensate for this lag based on the players
> cl_interp value.  Lowering or raising it will not give you better results.
> The complaints about hit registry is because the server and client will
> always have different results, because numbers can go into infinite
> (example: pi) and we can only network a number the size of -2,147,483,648
> to
> +2,147,483,648.  So you see the predicament.
>
>
> On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger <[email protected]> wrote:
>
> >
> > So I've got a client saying that he wants to set his cl_interp to
> something
> > lower than 100, but the servers prevent him from changing it. I'll be
> > honest, I don't know a damn thing about this interp crap. So my questions
> > are:
> >
> > Will reducing the client interp cause a hit in performance? What are the
> > side-effects?
> > How the hell did I limit it to 100?
> > Do you limit your interp? What's yours at?
> >
> > This is for TF2, btw.
> >
> > Thank you,
> > Alec Sanger
> >
> >
> >
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