We set the default range for interp ratio to between 1 and 2 to allow for the 
loss situation, if you never have loss then setting it to exactly 1 would be 
appropriate.

- Alfred

Rónai György wrote:
> [ 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
>
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