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Quote from: Bishop on July 30, 2019, 01:44:08 AM
Setting ex_interp to 0.02 with cl_updaterate at 100 will cause prediction problems. Any packet loss or when the server fails to send packets as requested will prevent your client from interpolating between updates and it will have to extrapolate (guess). You don't want to your client to have to guess at player positions. I'd recommend setting your ex_interp to 0.04 or 0.06 but the default of 0.1 should be fine too.
Also as Pizzahut mentioned, make sure cl_lb is set to 0 to disable client-side blood splat prediction. Client side prediction will sometimes fail due to small errors introduced the timing precision of lag compensation...so this should be disabled.
Quote from: pizzahut on July 29, 2019, 08:36:33 PM
There are a couple of lag prediction cvars, one of them has to do with blood. Try changing it to 0 or 1 and see if it makes a difference.
AFAIR it was like this, but not sure though:
cl_lb 0.0 // blood prediction client/server side (default: 0.0 (server side))
cl_lc 1 // lag compensation on/off (default: 1 (on))
cl_lw 1 // own weapon fire prediction client/server side (def: 1 (client side))
Although it's odd the default value for cl_lb is a floating point number. Maybe it's more like ex_interp, and should have a similar value?
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