Ex_interp And Ex_extrapmax
Kmart
Honourary Euro Join Date: 2005-01-06 Member: 32966Members, NS1 Playtester
<div class="IPBDescription">Polling people who've tweaked these vars</div> I'm just curious about what values people have found to be most effective for these two cvars.
I remember being advised (don't remember by who) to just type ex_interp 0 in console and let the game reset it to the lowest value possible for my cl_updaterate (I use cl_updaterate 60), but this made my picture stutter way too much for me. Right now I've sort of settled on ex_interp 0.05.
So if lower values for interp are more desirable, do people play with choppy model motion? Is the picture choppy because of my system or because of Steam? Does having really high interp mean that I could put my crosshair exactly on a skulk model and fire but totally miss because my client made a bad guess ("interpolation") of where the model+hitbox is (even though these two don't usually go together in NS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)? And as kind of a followup on that last question, isn't that considered "bad hit registration" ?
As for ex_extrapmax...like I said I can only sort of guess what it does. extrap = extrapolation, max = maximum, and it has something to do with the way frames are displayed on my screen. Anyone know for sure?
So yeah, just hoping to start a discussion on this.
I remember being advised (don't remember by who) to just type ex_interp 0 in console and let the game reset it to the lowest value possible for my cl_updaterate (I use cl_updaterate 60), but this made my picture stutter way too much for me. Right now I've sort of settled on ex_interp 0.05.
So if lower values for interp are more desirable, do people play with choppy model motion? Is the picture choppy because of my system or because of Steam? Does having really high interp mean that I could put my crosshair exactly on a skulk model and fire but totally miss because my client made a bad guess ("interpolation") of where the model+hitbox is (even though these two don't usually go together in NS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)? And as kind of a followup on that last question, isn't that considered "bad hit registration" ?
As for ex_extrapmax...like I said I can only sort of guess what it does. extrap = extrapolation, max = maximum, and it has something to do with the way frames are displayed on my screen. Anyone know for sure?
So yeah, just hoping to start a discussion on this.
Comments
Ex_extrapmax can be used to help smooth out choppyness from lower interp settings or it can be set to 0 and will only show true hitboxes but be choppy.
Having an interp higher than 1/update rate will cause the model to be displayed slightly ahead of the actual hitbox location.
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I believe current default interp is set to 1/update rate so hitboxes will be in line with the displayed model postion theoretically.
Default extrapmax: 1.2
That way, you're interpolating for every frame the server sends to you and not for every frame that you would like for it to send you (which happens if you just do 1/cl_updaterate).
If cl_updaterate>=sv_maxupdaterate, then interp should be 1/sv_maxupdaterate.
If cl_updaterate<sv_maxupdaterate, then interp should be 1/cl_updaterate.
Usually, sv_maxupdaterate is about 30 unless the admin changes it.
rate 9999;cl_updaterate 30;cl_cmdrate 40;ex_interp 0.033
Maybe some more experienced tweakers can tell me if i can improve on that or have any other suggestions to me or other players?
rate 9999;cl_updaterate 30;cl_cmdrate 40;ex_interp 0.033
Maybe some more experienced tweakers can tell me if i can improve on that or have any other suggestions to me or other players? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Your settings are perfect for nearly any server <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
You might raise cl_cmdrate a little bit. (the max possible value is determined by your upload) Try 50 and then 60. If you do not get any choke with these, keep them. Rate 12000 might help you out in big firefights as well.
ex_interp 0.033 is the corrosponding value for your cl_updaterate 30
you can set ex_interp to 0 and it will automatically adjust, when you change cl_updaterate
For instance, my server has a max updatrate of 50 so my settings would be;
rate 25000 (quality cable)
cl_updaterate 50
cl_cmdrate 60
ex_interp 0.02 (1/50 = 0.02)
ex_extrapmax <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> (10 or 12?)
I tried changing it to 1/updaterate (0.033 for me), but too many players looked very choppy...I know its technically more accurate information, but it looks really bad. I find I have to raise it to about .07 or .08 in order to get smooth motion on most players.
However, I am interested in the comments about ex_extrapmax being able to smooth out that choppiness? How does that work? I'd like to be able to drop my interp rate without giving up video smoothness.
Witheout increasing the needed bandwith or a better compression code, there is no way, i know of, to avoid the need of interpolation.
I'd assume so... players surely don't move as fast there as leaping skulks/blinking fades/celerity lerks/etc.
I'd assume so... players surely don't move as fast there as leaping skulks/blinking fades/celerity lerks/etc. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ive heard that even a vanilla marine can move faster than anything in cs
I'd assume so... players surely don't move as fast there as leaping skulks/blinking fades/celerity lerks/etc. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ive heard that even a vanilla marine can move faster than anything in cs <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ya, cause vanilla marines can railhop.
Even if NS can't be fixed (which to me would be a real shame, because I honestly think they really did a great job with the actual game design)..
Is there any solid way to do it differently that anyone knows of, so that fast-moving players are tracked accurately?
Even if NS can't be fixed (which to me would be a real shame, because I honestly think they really did a great job with the actual game design)..
Is there any solid way to do it differently that anyone knows of, so that fast-moving players are tracked accurately? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Go for source. Movement code is very managable and almost compleatly fixed.
cl_cmdrate
cl_updaterate
rate
ex_interp
ex_extrapmax
for the most accurate and dead on settings? I don't care about choppiness I want to aim at what I see and hit it, not aim behind it or infront.
Yes. Prediction obviously starts to break down the more complex it has to be.
All online games use some form of prediction. If you've every played a MMO and experienced "rubberbanding" it was because your game predicted a particular result X and the server then responded with result Y which your client then had to correct for. I don't know if many people here played HL mods a long time ago, but before patch 1.1.1.0 I believe, HL prediction used to be a lot more extensive than it is now which meant you were able to play with higher pings but everyone had to learn to cope with aiming strangely. I remember getting hit with rockets in TFC from 100 feet away.
Also, Source (HL2) prediction isn't magically better. Play a 32 player HL2 Deathmatch server with everyone flinging around toilets and you still see a lot of warping and stuttering.
rate 9999;cl_updaterate 30;cl_cmdrate 40;ex_interp 0.033
Maybe some more experienced tweakers can tell me if i can improve on that or have any other suggestions to me or other players? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ex_interp 0.1 for me. Those settings seem to aim very well, despite the fact that "absolute" positioning is ex_interp 0.0
The fact is, with 0.0, it's not more accurate because the skulk jumps around the screen like mad, because it.. well I don't know.. try it and see.
I really don't know what happens but 0.1 works really well for me on every server I've played on. I aim right at the skulk and it dies.
Last, if anyone has any ideas on how to fix this problem when making a mod using.. pretty much ANY method, and still maintaining functionality, I'd be ecstatically interested.
cl_cmdrate 60
cl_updaterate 30
rate 20000
ex_interp 0
ex_extrapmax 1.2
for the most accurate and dead on settings? I don't care about choppiness I want to aim at what I see and hit it, not aim behind it or infront. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
A save setup for pubs:
cl_cmdrate 60
cl_updaterate 30
rate 20000
ex_interp 0
ex_extrapmax 1.2
a setup for high-end server:
cl_cmdrate 101
cl_updaterate 101
rate 20000
ex_interp 0
ex_extrapmax 1.0
And dont touch tycs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->