Interp/hit reg.

Pernicious

2010-02-12 02:05:13

So i was wandering wat all u mofo's are using for ur interp settings these days.
Hit reg in hl2dm is preeeeety retarded and i havent tested much yet(recently) but i went in and tested default + the 1/updarate formula. Both fail pretty hard. Might try some more settings etc

Pretty much i ocasionally join a random pub so i have my rates as follow (for servers that use default tick etc)
rate 40000
cl_cmdrate 33
cl_updaterate 33
cl_interp?

So yea just wandering if anybody knows anything that helps, it has been a looooooooong time since i fucked wit this shit.

Tranthor

2010-02-12 02:09:28

weird, I've never had any problems with hit reg

Pernicious

2010-02-12 02:13:21

It varies from server to server and even player to player, espesh the ones using retarded rates (admitedly) like 100/100 etc
But yea, would be nice if it was consistantly decent is all, im not gunna have a big whinge but just wondering. Maybe its just worse on server with 33 tickrate i dunno *shrugs*

Tranthor

2010-02-12 03:21:14

Might be, I've mostly been on 66tick servers

Ghost Dog_TSGK

2010-02-12 03:39:27

It is best to have binds for changing interp on the fly, but in theory the lower the better if it's playable.

phantom

2010-02-12 05:35:01

rate 30000
cl_cmdrate 66
cl_updaterate 66
cl_interp_ratio 1
cl_interp .01

Ko-Tao

2010-02-12 05:54:30

For hitscan, assuming you have clientside lag compensation enabled and run an interp ratio of 1, match interp to [ping/1000]. Melee is hitscan, btw.

For all other weapons, or if lag compensation is disabled, use the lowest value that doesnt cause jitter (and lead your shots). A minimum of 0.02 is recommended if you get choppiness (such as may occur while recording a demo during play or watching live srctv).

Also, the source engine bottom limit is 0.015 (to a few more decimal places iirc), so settings below this level have no effect.

Deathwish

2010-02-12 06:26:08

Pernicious, If my good self read correctly, you use a rate of 40000 even though you have a wireless internet connection? That is quite a mistake good sire, no wonder your good self suffers from lag.

Pernicious

2010-02-12 06:29:49

Ko-Tao wrote:match interp to [ping/1000].
Yawah?
That is interesting but also odd considering ur ping is allways changing even if only slightly, plus varying from server to server. Do u actually use this?......Really?
Also i read that cl_interp 0 = auto configuration, not sure if just means it determines wat it should be then sets it or constantly changes to suit the environment/woh eva.

Pernicious

2010-02-12 06:31:07

Deathwish wrote:pern you use a rate of 40000 even though you have wireless? thats fully retarded no wonder you lag so bad.
No i just got ADSL (not adsl2+ unfortunatly) this week, hence me actually playing hl2dm.

Deathwish

2010-02-12 14:03:07

I've got ADSL as well, cant get adsl2 in my area here in brissy, it sucks. What connection did you get, I have a 1.5mb/256 connection.

Paradox

2010-02-12 16:40:47

Holy shit they are actually getting along for once! :P

Who put the happy drugs in their cheerios?

Ko-Tao

2010-02-12 21:42:42

I dont use the dynamic interp setup atm because i only pub sporadically (just run 0.02 for everything) but i would use it again if i got back into league play. And ya you do have to switch the hitscan interps for each server; of course youll never keep it perfectly locked to ping, but assuming a stable connection youll be within +/- 5 ping for your stay on the server, which will improve reg compared to just running the same interp no matter what.

Not that "improved" means much in a game where the netcode is terrible to begin with and the server just swallows anything the client feeds it, ie, its not going to help against someone whos jittering or teleporting all over due to purposefully fucked rates / router, junk wireless or the like, and it also wont do anything on those servers that are such trash they cant even reg close range shots on nonmoving players half the time etc.

Pernicious

2010-02-12 21:57:09

Ko-Tao wrote:servers that are such trash they cant even reg close range shots on nonmoving players half the time etc.
I have had quite a lot of that lool, i dont get it though, if the hitboxes arent moving, how can a hit not register. Its redonkulous.

Internet connection:
I has 1500/256, with 50g download per month. I swear using wireless was like living in the dark ages, playing on foreign servers on ADSL is even still way better then the wireless.

Pernicious

2010-02-12 22:34:15

Hmmm actually, it occurs to me that, if u set ur interp_ratio then setting the interp value itself will occomplish nothing as interp_ratio calculates and sets it auto ie interp_ratio/updaterate.(or maybe thats only if u set cl_interp 0 *shrugs*)

In any case i am using the following now for the hell of it.
//RATE
rate 40000
cl_cmdrate "33"
cl_updaterate "33"
cl_interpolate "1"
cl_interp_ratio "1"
cl_interp "0"
cl_smooth "1"
cl_smoothtime "0.01"

Deathwish

2010-02-13 10:59:57

you with TPG?

s0iz

2010-02-13 20:31:00

Tranthor wrote:weird, I've never had any problems with hit reg
Image

Pernicious

2010-02-13 21:35:18

I am with telstra, they are the only ones who could hook it up, even though they told us we couldnt get ADSL at all, the story, is an odd one.

Also, wats a Soiz.

Tranthor

2010-02-13 21:53:58

No, really soiz, this is the only game that never makes me go "MOFO I HIT YOU IN THE HEAD WITH A MAG AND YOU DIDN'T DIE"

Nutri-Grain

2010-02-13 22:54:20

.

keefy

2010-02-14 00:00:17

I gave up caring about rates and stuff a while back I just stick to the same 100k rate 66 update and 66 cmdrate easy, if its shit, its shit.
Tranthor wrote:No, really soiz, this is the only game that never makes me go "MOFO I HIT YOU IN THE HEAD WITH A MAG AND YOU DIDN'T DIE"
The only game where this statement is true is the game of real life.

s0iz

2010-02-14 00:05:31

The only FPS game I had ever played with the minimal hitreg issues was CoD4, but still, it has some. Internet will always have hitreg issues.

provost

2010-02-14 03:57:27

s0iz wrote:The only FPS game I had ever played with the minimal hitreg issues was CoD4, but still, it has some. Internet will always have hitreg issues.
Warsow 0.5

phantom

2010-02-14 04:02:57

http://img51.imageshack.us/img51/135/dm ... r50002.jpg

no hit reg issues with this guy, hes just a big micheal jackson fan

Tranthor

2010-02-15 00:50:57

maybe you toolsheds just should host your own servers

s0iz

2010-02-15 04:17:16

phantom wrote:http://img51.imageshack.us/img51/135/dm ... r50002.jpg

no hit reg issues with this guy, hes just a big micheal jackson fan
18 fps server ftl

phantom

2010-02-15 06:11:52

s0iz wrote:
phantom wrote:http://img51.imageshack.us/img51/135/dm ... r50002.jpg

no hit reg issues with this guy, hes just a big micheal jackson fan
18 fps server ftl
was during a source tv

ether

2010-02-15 19:24:12

Hit reg for me varies from tolerable to ridiculous. Some days things are just completely crisp. Other days it's just complete BS. I've had battles where I nail someone with an exploding barrel, then empty the shotgun and SMG into their head at point blank range. why... won't.... you.... die.... !! it's times like that when I'm glad I don't have a mic because I sound like that boom-headshot dude going ballistic. The two biggest issues I have are the hit reg and a lag effect where your opponent always seems to see you a little before you see him. Before someone jumps in about some people have faster reflexes, I've been on both sides of it (working for me and against me, and against the same players).

Sometimes clearing out the blob files seems to help. Tweaking cl_interp_ratio seems to help a bit sometimes, but I've never had it completely solve a problem. There are a lot of conflicting opinions on this topic, so probably the best bet is to experiment. There are some technical documents on the Valve developer site that discuss net code, lag compensation, etc. if you are interested in digging into it.