Dec 15 2011, 07:15 AM
JayCat Wrote:Well here is what I get when I try this config. I get 30.3 lerp, but it is orange. Any ideas?
It means that 30.3ms lerp is too low, so you need a slower response time to not be dropping packets. Basically your interp value is 1/1000th of your lerp. So in that screenshot you're using "cl_interp 0.0303" and your lerp goes to "30.3ms", get it? So what you want to do it find the lowest value that your lerp will remain white. Try doing "cl_interp 0.0310" to give you 31ms lerp. If it remains white, keep lowering the value (0.0309,0.0308) until you get to the lowest value in which it remains white. I know it sounds like a long process, but you hit it eventually.
Spartacus Wrote:Write in derp language. Btw, I'm sure someone asked this before, but I'd like to know the correlation between latency and opponents registry on me.
For example, i have people who whine about my 200 ping when they can't hit me. I have good rates and i think that's what really matters.
Do you mean latency, or do you actually mean ping? Latency is the time it takes for data to be sent from YOU to the SERVER. Ping is the measurement (in ms) of how long it takes for that data to be sent to you and then BACK to the server again. I'm going to assume you meant ping.
So your ping tells you how long it takes for data to make the round trip between you and the server (measured in milliseconds). Obviously if it takes a longer time for the data to be sent and received, then you're not going to hit people when you think you are, since you're not receiving their locational data fast enough, meaning that whilst they are displayed on your screen, you're actually seeing old data. Think of it as looking at the stars; most of them have died long ago, you're just seeing what used to be there because it takes so long for the light to travel.
This would be a bit shit, but there are 2 defining factors in the Source engine that help compensate for this. There is "lerp", and there is the Source history buffer.
The buffer on Source engine games is actually pretty clever. What it does (in simplest terms) to give the server breathing room between ticks (responses to queries from clients and sending out data), is hold the data back for a little while before sending it out. So the server will stock up on data for a little while, and then begin to respond to client queries. It does it in a way that the delay begins at the start of the map, so you wouldn't notice the delay. This means that generally, the way that damage registers is down to how well you're interpolating data.
"Lerp" stands for "linear interpolation", which is how data between you and the server is merged together to create the actions on your screen. It's actually measured in milliseconds because it's a response. It's very important to keep that in your mind.
The lower the lerp, the quicker it is that you'll put the data together that you've received from the server, in correlation with the data that you're also sending to the server. So that, coupled with the buffer, can actually help make a huge difference to that massive round trip that the data often has to take. So if your lerp is low (or even just the same as your opponents)and remains white at all times, your hits should register fine, as long as the other person is following the same criteria as you. It's hard to explain.
TLDR : The relation between ping and hit registration is very little cosof source engine makes it all good for everyone.
If you read this, you suck.