by default your client is showing you a predicted view which could be
incorrect, with those tweaks you are seeing the true view, albeit
delayed since it's over a network. So while your predicted view is
going to be correct most of the time, the delayed non-predicted view
is going to be correct all the time. You just have to remember to take
that delay into account. I guess someone could get used to doing that,
but the degree of error in the predicted view is so small it's not
even worth worrying about. I'd much rather play with the predicted
view than have to learn how to play as if I'm lagging like a mofo.
After all, the prediction only comes into play during the time between
the last packet and the next packet, which is usually a pretty small
amount of time. If it's not, you've got to ask yourself why you're
playing on an Australian server when you're in Canada...

On 6/3/05, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
> Even if, and it's a big if, the cl_interp info was figured into lag
> compensation by the server despite the fact the client had set
> cl_interpolate to 0 (i.e., interpolation was turned off) -- how is
> shooting where someone was, a *precise* number of milliseconds ago, any
> easier than shooting where they are in current time?


--
Clayton Macleod

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