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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

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