isn't that the default value?

ics wrote:
> The 100 he is talking about propably is the one listed on the screen as 
> shown with net_graph 1. 100ms aka 0.1 interp.
>
> -ics
>
> AnAkIn . kirjoitti:
>   
>> 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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