heavyuf.blogg.se

Cs 1.6 vermillion rage settings
Cs 1.6 vermillion rage settings




cs 1.6 vermillion rage settings

When I used 0.02 interp there are only a few yellow dots but now there are blue dots and models were only slightly choppy/laggy. I googled and someone said it means too much data is being sent. Also for net_graph 1 there is the green and purple line, but then a bunch of yellow dots appear. Well for 0.01 interp the models are really choppy. In the end, the interp (measured in seconds) is just an artificial latency introduced to give the game time to somewhat average multiple updates received from the server and display them at once, so it's a matter of balance, because having it too large is as bad as having it too little. in fact the default multiplier for both css and csgo is 2, some people with excellent connections change it to 1 without problems. In css and csgo, a new variable was introduced, it's called the interp ratio, this is basically a multiplier for the interp, you can imagine 0.1 being 10 x 0.01, but that might be a bit too large, so in 1.6 you could try to set your interp to 2 * 0.01 = 0.02, or 0.03, that's not wrong to do and can help with the choppiness.

cs 1.6 vermillion rage settings

If you have poor connection or perhaps high latency then i imagine 0.1 being better because it accounts for dropped packets more, with 0.01 that's the bare minimum interp to have with 100 ms update rate, so it doesn't leave you with a margin of error, hence the choppiness when packets drop and lag compensation happens. don't worry too much about the hitboxes, the game does good job as long as you don't use outrageous settings. It's not necessarily more accurate, it depends on your own connection to the server.






Cs 1.6 vermillion rage settings