*turns cl_interp to 5*
*backstabs you while standing in front of you*
*turns cl_interp to 5*
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Is that really why i keep getting face stabbed?
Kinda new to this game.
I noticed i get backstabbed even when i try to track them when they're in front of me.
I figured i was just bad or something
die weeb
youtube.com
>spy goes up stairs
>wait at the bottom
>crack him in the face with a bottle and taunt when he jumps down
It's a good thing 99.9% of Spy players are shit
not specifically, cl_interp 5 just amplifies how fucking broken the networking settings are in tf2
if i wanted anything from a new tf2 update is an update to fix the godawful networking
this is such a satisfying feeling
can scouts abuse cl_interp 5 also?
I'm going to point myself as stupid.
What exactly is cl_interp and what does it translate to?
Love tf2 but theres so many threads bros I cant keep up....
why does spies and demos keep using cl_interp 5?
Is that like a thing? what does it even do exactly?
>have to fight the 00.1% Spy
>decked in medals of Highlander events
>he always gets you the moment you fight someone else
>notice the whole enemy team is very good, far better that casual trashers stacks
>its a whole HL team playing against me and pedro.ramirez2009
The most painful match I ever played
cl_interp changes the interpolation lag rate for Source's anti-lag predictive networking. By default, TF2 has an interpolation lag of around 100ms. This means that the game will wait 100ms after it receives a packet from the server before it updates things client-side. Changing this setting to "cl_interp 5" means that the client will only wait 50ms after receiving a packet to update the game client. This makes it to the game will stutter more if your connection drops a packet from the server, but it make you "ahead" of the default config by seeing packet updates 50ms sooner than everyone else not using the setting.
So in this sense, spies kinda "move" faster than most people?
And demos can predict their shots better?
Kinda like that?
cl_interp 5 is 500ms.
And it works to give the client a 500ms late view of the battlefield, which client-side hitreg doesn't compensate for. If his client says he was behind you, he was behind you.
cl_interp .5 would be 50ms
cl_interp .05 would be 5ms
>but it make you "ahead" of the default config by seeing packet updates 50ms sooner than everyone else not using the setting.
So I can see the medic moving before he hits W?
Or I can hit his hitbox as spy before the back border enters butterknife zone?
ignore his post it is complete retardation and a backwards understanding of how the cl_interp 5 exploit works.
Someone using cl_interp 5 has LONGER interpolation. Giving their client a world to interact with that is even later behind than what most people get. For the abuser, it effectively slows down everyone's reaction time, as any reaction he stimulates out of his opponents he will see 500ms later than others.
Up against someone using this, you may see yourself following him and perfectly keeping you back away from him, but HIS client says different. His client got all the way behind you, while you took half a second to start turning around. Because he added an arifical half-second delay to his game.
That is how cl_interp 5 gets you ahead of people.
Spies with this setting aren't moving faster than other players. Their view is just ahead of everyone else. With this setting, it makes it so that you're intentionally abusing the game's anti-lag mechanics so it tricks other players' clients into thinking you're somewhere that you're not.
Not really. Medic will hit W and the server will update at the same speed. However, at .5, you will see him move forward before everyone else, and at 5, you will see him move 400ms after everyone else.
Thanks for the correction, I got my numbers wrong. Completely turned my argument around.
>be heavy
>put back up against wall
>eat sandvich
>get backstabbed
>it tricks other players' clients into thinking you're somewhere that you're not.
Okay see that's just straight up cheating.
Sneaky bastards.
How is this not fixed in TF2? and is it bannable?
This effect is also why someone you are backpedaling away from always has a 9 foot melee range.
Because of interpolation, a chaser is actually closer to his opponent than his fleeing opponent is to him.
No one's a big enough nerd to notice I guess
im pretty sure one of the two people that still work on tf2 should've seen by now