[ Converted text/html to text/plain ] Pls correct me if i am wrong. The server has 100 tick, and it produces 100 update/s (updaterate). Client sets cl_interp_ratio 1, this means, cl_interp will be 0.01 (10ms). An update comes every 10ms (with 100 updaterate), so in the interp buffer 2 updates can be stored, and interpolated from. If the server fails to produce 100 updaterate for a second or so, the cl_interp will raise because of the ratio, and even then, 2 updates can be stored in the interp puffer. (at 80 updates, there comes 1 every 12.5ms, and the interp buffer will raise to 12.5ms accordingly) So, theoretically, there is no need to allow anything else, than cl_interp_ratio 1. Right? Or do we need, to allow a bigger buffer, because of lost update packets (loss)? Or, maybe a little higher, to allow compensationg a latency, in detecting the updaterate? Or something else, to calculate when we set those parameters? Thx Locutus Jason Ruymen írta:
The Source Engine Update has now been released. Please run hldsupdatetool again to make sure your game is update to date. Changes for this update include: - Cheat protected many more cvars - Replaced cl_interp with cl_interp_ratio. Server can limit it with sv_min_cl_interp_ratio and sv_max_cl_interp_ratio - Added sv_rcon_log to allow rcon logging to be disabled Jason _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux[1] ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

