Home › Forums › Game Server Discussion › Counter-Strike 1.6 Discussion › ex_interp .01
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xenocide.
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June 18, 2009 at 12:08 pm #7697
xenocide
ParticipantHey,
The other thread got too cluttered so I wanted to make a new one to see if people are on board for this. I’ve known about interp for a long time, but I didn’t realize how big of a difference it made until recently playing on the server. It basically interpolates between where you shot and where the person you shot at was, and .1, the setting most ppl use, basically hits people when you missed and .01 is more true and fair.
Anyways, for uniform fairness, I think it’d be nice if the server forced all players to use ex_interp .01. I’ve seen many servers force clients’ values to one thing or another, so this shouldn’t be hard.
Your thoughts?
June 18, 2009 at 12:22 pm #87045Kuros
Participantxenocide said:
Hey,The other thread got too cluttered so I wanted to make a new one to see if people are on board for this. I’ve known about interp for a long time, but I didn’t realize how big of a difference it made until recently playing on the server. It basically interpolates between where you shot and where the person you shot at was, and .1, the setting most ppl use, basically hits people when you missed and .01 is more true and fair.
Anyways, for uniform fairness, I think it’d be nice if the server forced all players to use ex_interp .01. I’ve seen many servers force clients’ values to one thing or another, so this shouldn’t be hard.
Your thoughts?
Bad idea. Forcing rates to extremes is bad. From Valve:
Entity interpolation causes a constant view “lag” of 100 milliseconds, even if you’re playing on a listenserver (server and client on the same machine). So if you turn on sv_showhitboxes the player hitboxes are drawn in server time, meaning they are ahead of the rendered player model by 100 milliseconds. This doesn’t mean you have to lead your aiming when shooting at other players since the server-side lag compensation knows about client entity interpolation and corrects this error. If you turn off interpolation on a listen server (cl_interpolate 0 and cl_lagcompensation 0), the drawn hitboxes will match the rendered player model again, but the animations and moving objects will become very jittery.
So tl;dr the server/client connection fixes interp problems by itself.
June 18, 2009 at 12:28 pm #87046lockEm
ParticipantI would LOVE if everyone used .01, but I don’t think it will happen. I hate jumping 9 feet behind a wall and still getting killed with an awp.
June 18, 2009 at 12:33 pm #87047Kuros
ParticipantI’m wondering if the server has sv_unlag turned off. There are some really *edited* “around the corner” shots in 1.6.
June 18, 2009 at 12:43 pm #87049MajorMajorMajor
Participantit’s called walls and i has them
i also used ex_interp 0 for a while just to see what it was like…… you can hit anything at all
June 18, 2009 at 12:44 pm #87050d2.sticky-icky
ParticipantYou can’t enforce an ex_interp rate on everyone. Horrible idea.
June 18, 2009 at 1:16 pm #87055xenocide
ParticipantI guess I’m a little confused, but players seem to be able to notice when other players are using ex_interp .1 vs. .01. So if the problem truly is as simple as that, what’s the problem with forcing everyone’s client to the same value? I don’t really see what the problem with that is. (you make ur .cfg file read only so the changes are temporary anyways).
June 18, 2009 at 1:27 pm #87057lockEm
ParticipantSome people like being able to kill people when they shouldn’t have.
June 18, 2009 at 1:35 pm #87058adam37
ParticipantI dont know about that…
I dont think forcing interp on anyone is a good idea
June 18, 2009 at 1:41 pm #87060Tigglemahgooch
Participantadam37 said:
I dont know about that…I dont think forcing interp on anyone is a good idea
I think its a good idea to have a level playing field especially the fact that nobody can random change their interp to like 9 or anything crazy….I love the fact that people complain about interp but then don’t even have their’s at any league’s interp setting.
June 18, 2009 at 1:46 pm #87061MasterP
ParticipantInterp is directly related to other rates. If we force interp to .01 it basically forces everyone to run at the full 100 tick speed regardless of whether or not their computer or connection can handle the load. If a player has lowered their other rates because their internet connection isn’t super fast it would cause massive choke.
I mean if you want to empty the server it’s a great idea but otherwise not so much.
June 18, 2009 at 2:16 pm #87063d2.sticky-icky
ParticipantMasterP speaks the truth. Having everyone play at the same interp is good in theory but it is not practical at all.
June 18, 2009 at 3:09 pm #87065lockEm
ParticipantYeah they’re right xeno. Too many people would probably cry about actually having to aim.
I’m clearly joking.
June 18, 2009 at 7:56 pm #87082xenocide
Participanttbh, i really don’t know much about rates, but personally, i’d be in favor of testing it and seeing if it causes massive lag (i really suspect that it wouldn’t…, but again i don’t know… it’s never caused ME massive lag).
furthermore a lot of people are acting like forcing a settings to a constant value is somehow taking away peoples’ choice or freedom, which is silly. This isn’t an issue of preference, it’s an issue of level playing field.
just my thoughts..
June 18, 2009 at 8:58 pm #87083lockEm
ParticipantInterps not really that big a deal, but it is *edited*ing annoying sometimes.
June 18, 2009 at 9:03 pm #87084d2.sticky-icky
ParticipantIt wouldn’t work b/c in order for everyone to have the same ex_interp value, everyone would need to have IDENTICAL rates. We can’t enforce the same rates on everyone since all of our computers are different. If we were to make everyone’s rates the same, then it would be chaos for lots of players and they would never come back to the server. Testing all of this would prove nothing. It would only discourage people from playing in the server.
June 18, 2009 at 9:56 pm #87087Kuros
ParticipantAgain:
the server-side lag compensation knows about client entity interpolation and corrects this error.
It doesn’t matter what your interp is set at because the servers unlag setting takes your interp setting into consideration when it calculates misses and hits. Changing it would be pointless. A higher value would be better for people with crappy connections. We can’t douche those people over by forcing something that doesn’t really change anything anyways. Protip: 99% of what you see as making a difference when changing server ticrate/rates/interp is due to the placebo effect.
June 18, 2009 at 11:18 pm #87090lockEm
ParticipantWhen your interp is set to 0.1 you kill hit shots that you shouldn’t. Thats a fact.
June 19, 2009 at 1:17 am #87091susik
Participanti cant play with 0.01 on the server cuz it feels choppy for me so i play with .1
June 19, 2009 at 1:54 am #87094MasterP
ParticipantlockEm said:
When your interp is set to 0.1 you kill hit shots that you shouldn’t. Thats a fact.An interp of .1 is the equivalent of setting your cmdrate to 14 and your updaterate to 10. I mean if you want to play with rates that low…
June 19, 2009 at 9:55 am #87100lockEm
Participantlol ok bro
June 19, 2009 at 11:18 am #87109Dankst@
Participantwth does interp even do
June 19, 2009 at 11:41 am #87112lockEm
ParticipantLags peoples hit boxes so you can shoot behind where they are running and still kill them. Thats what it does in CS. I’m sure someone will post with another explanation saying I’m wrong. But thats what it does in 1.6 LOL>OL~!>
June 19, 2009 at 11:53 am #87114Kuros
ParticipantlockEm said:
Lags peoples hit boxes so you can shoot behind where they are running and still kill them. Thats what it does in CS. I’m sure someone will post with another explanation saying I’m wrong. But thats what it does in 1.6 LOL>OL~!>No it doesn’t. But since you know all, I’ll let you keep thinking that and *edited*ing about the registry in WCU when you’re the one using the wrong rates. While you’ll be sitting around with ex_interp .01 I’ll be playing with ex_interp 0. This sets my interp to work correctly with my updaterate which will match the servers rate.
June 19, 2009 at 12:10 pm #87115lockEm
ParticipantI think I’ve complained about registry maybe once or twice since I’ve been playing here, so nice try there bud. My rates are as follows:
rate 20000
cmdrate 101
cl_updaterade 101
ex_interp .01
I reg fine. I don’t get any stupid lag. Nothing. I play in the server just fine with interp .01 and I DOMINATE LOL. Interp 0.1 lags hit boxes and you kill people when you shouldn’t.
June 19, 2009 at 1:26 pm #87126Kuros
ParticipantlockEm said:
I think I’ve complained about registry maybe once or twice since I’ve been playing here, so nice try there bud. My rates are as follows:rate 20000
cmdrate 101
cl_updaterade 101
ex_interp .01
I reg fine. I don’t get any stupid lag. Nothing. I play in the server just fine with interp .01 and I DOMINATE LOL. Interp 0.1 lags hit boxes and you kill people when you shouldn’t.
You CANNOT use interp or rates to exploit hit boxes. Hits are calculated SERVER SIDE. If they were done client side I could write a hack and sit in spawn and one shot the entire opposing team because I told the server I hit them all. THINK ABOUT IT, IT’S NOT THAT COMPLICATED.
In other news the server is apparently operating at an updaterate of 40. That means interp should be roughly .025somethingsomethingsomething. Just set updaterate to 40 and ex_interp to 0 and let the game do the math by itself.
June 19, 2009 at 1:30 pm #87127lockEm
ParticipantLet’s assume you’re right. Tell me why when people use ex_interp .01 you clearly see them shooting behind other people, and people still die. I can have 100 hp and jump behind a wall, be a good 6 e-feet behind it and still die from an awp without being shot in the head through the wall.
June 19, 2009 at 1:52 pm #87129Kuros
ParticipantlockEm said:
Let’s assume you’re right. Tell me why when people use ex_interp .01 you clearly see them shooting behind other people, and people still die. I can have 100 hp and jump behind a wall, be a good 6 e-feet behind it and still die from an awp without being shot in the head through the wall.Interp is client side. You would not be able to see anything about anyone else’s interp. All it does it guess where someone in based on history packets that have already been received. The server does all the work once a shot is entered packaged up and sent to the server. The wall shooting is a problem with the servers lag compensation and rates that I’m about to see if I can help fix. The interp side of that was fixed a long time ago. It used to be you could turn your interp way up and see where people were going to be 10 seconds before they got there. Set interp too low and it gets choppy because you aren’t getting enough updates to fill in gaps. It’s very complicated how it works. What isn’t complicated is understanding that all those calculations have to be done server side or hacks could very easily take advantage of the system if it were the other way around.
June 20, 2009 at 5:38 am #87154xenocide
ParticipantI truthfully don’t know who i right, Kuros *SEEMS* to know what he’s talking about, but as far as first hand experience goes, I feel like I’ve seen what locks is talking about. I think some demo examples would be handy here. (then again, maybe for some reason, interp isn’t actually the culprit responsible for the shots that curve around walls, maybe it’s just some other form of lag… or something)
however, i can say that i have seen demos before where shots didnt make sense. i’ve slowed the down to the slowest speed (demos of myself and demos from cal-i players on scrims) and some shots literally just don’t make sense. They might feel right when you make them, as in you know you hit that person, but according to the demo it doesn’t look right. Again I don’t know what the reason is.
One example I can recall in particular is a cal-i demo from way back (1.2-1.4) where a guy comes up the T-roof ladder on nuke with an awp and quickshots this T on roof as he’s scanning his exit, and his cursor was so not on the guy (then again, it could have been that he just got lucky and was actually on the ladder and not stable or something). come to think of it i can’t recall so that’s not a good example.
i don’t know… halp!
June 20, 2009 at 6:14 am #87156newrayz
ParticipantKuros is a million percent correct.
First off, I love you both xeno and lockem, but you are comparing apples and oranges. You shouldn’t compare what YOU see versus someone elses interp, or vice versa. Interp is as widely misconceived as registry. I don’t understand either of those that much, maybe just enough to get by, but then again I don’t really care that much. It’s a game, and if I wanted “the most accurate and realistic settings” I would go join the army and shoot at real terrorists.
Also, getting angry or complaining about people for using a default, in a pub?? well I think that statement speaks for itself. I absolutely hate when servers change any of my settings. they are “my settings” for a reason. I would imagine that a lot of other pubbers would hate it as well. We defeated the Nazis a long time ago, no reason to become a Nazi server now.
and for the record, ex_interp 0 is how i roll. .01 is just to choppy for my delicate eyes.
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