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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

