I. Interp Interp is csgo's calculation algorithm for lag compensation.
It affects where your shot is determined to land on the server input.
There is a trade off in this compensation and that is that the compensation causes a higher input lag on the server input the higher that the given number is for it to "interpret.
The console command for interp is cl_interp x <---- insert number of choice
The following are the reccomended values in accordance to your ping.
1-29 cl_interp 0.
30-59 cl_interp 0.
60-89 cl_interp 0.
90-100+ cl_interp 0.
II. Interp Ratio Interp ratio affect the server's dynamic ability to interpret server and client side entities.
There is a trade off in this dyanamic variation and that is the input lag of the client to server communication.
The console command for interp ratio is cl_interp_ratio x <---- enter number of choice
The following are the reccomended values in accordance to your ping
cl_interp_ratio 1 for 60 ping and below
cl_interp_ratio 2 for anything higher than 60
III. Lag Compensation Lag compensation is csgo's compensator for client side lag
There is a trade off for this compensation and that is the compensation while in effect will cause an input lag of server to client and client to server.
how ever with lag compensation disabled the client and server may become out of sync and shots can appear to miss.
The console command for lag compensation is cl_lagcompensation x <---- enter number of choice
the following are the values of choice, choose at your own discretion.
cl_lagcompensation 0 Disables lag compensation.
cl_lagcompensation 1 Enables lag compensation.
IV. Rate Rate is the allowed bandwidth csgo can output and receive.
The amount of bandwidth affects the input lag server side varying on the amount selected.
The bandwidth option can be found by selecting options(esc key if in-game)>Game Settings then you will see "Max Acceptable Game Bandwidth Traffic" these are the recommend rates in accordance to your own internet speed.
But in this guide it is assumed that the user's internet can achieve each value.
The choice you make regardless of how fast your internet is will affect stability and it is recommended for using the "unrestricted" option that you use USB 3.
0 instead of LAN or WIFI the main thing you need to understand is that the higher the bandwidth the lower the input lag as well as more stable and accurate the server to client and client to server registers for all entities will be.