Intro First of all,this won't get you from Silver 1 to Global Elite,but will help you with lag issues and landing your shoots
What is interp and how its works ?
Interp is essentially how CS interprets differences in latency.
It's sources way to deal with lag.
Basically both parties(the shooter and the shootie) send all their data to the server with their respective timestamps.
The server receives and interprets the data and gives the kill to whoevers shot should have hit first according the the info it receives when balanced against the latency statistics between the two parties.
Why it's "important" ? Some pro players like Maikilele used wrong interp settings based on their ping and were missing a lot of shoots,now they changed them and now they are playing much better.
This is what he said:"During the finals, in the first game on Dust2, I wasn’t hitting my shots the way I should.
Pita sat down at my computer and discovered that I had been playing with the wrong settings the whole tournament.
My cl_interp was set to online settings.
He changed it and then I played really well on Inferno and Overpass, so that was pretty funny.
Net Graph (net_graph 1) What does the value represented by “sv” mean now?
Value of “sv” shows how many milliseconds server simulation step took on the last networked frame.
What does the +- next to the sv represent?
Value following sv +- shows standard deviation of server simulation step duration measured in milliseconds over the history of last 50 server frames.
What does the current value for var represent?
Value for sv var when server performance is meeting tickrate requirements represents the standard deviation of accuracy of server OS nanosleep function measured in microseconds over the history of last 50 server frames.
The latest update relies on it for efficiently sleeping and waking up to start next frame simulation.
Should usually be fractions of milliseconds.
Value for client var near fps net graph display is showing standard deviation of client framerate measured in milliseconds over the history of last 1000 client frames.
By using fps_max to restrict client rendering to maintain a consistent fps client can have framerate variability at a very low value, but keep in mind that system processes and 3rd party software can influence framerate variability as well.
Originally, it was considered respectable to have a var of less than 1, reasonable to have it spike as high as 2, but pretty much horrible to have a variance remain above 2 for any length of time.
What would be the equivalent values for the three new measurements (sv, +-, and var)?
For a 64-tick server as long as sv value stays mostly below 15.
625 ms the server is meeting 64-tick rate requirements correctly.
For a 128-tick server as long as sv value stays mostly below 7.
8 ms the server is meeting 128-tick rate requirements correctly.
If standard deviation of frame start accuracy exceeds fractions of millisecond then the server OS has lower sleep accuracy and you might want to keep sv simulation duration within the max duration minus OS sleep precision (e.
for a 64-tick Windows server with sleep accuracy variation of 1.
5 ms you might want to make sure that server simulation doesn’t take longer than 15.
625 minus 1.
5 ~= 14 ms to ensure best experience).
The following questions were answered by Vitaliy Genkin (Valve employee) via csgomailinglist
fps var: low value = good
fps var: high value = bad
64 tickrate: sv < 15.
625ms = good
64 tickrate; sv > 15.
625ms = bad
128 tickrate: sv < 7.
8ms = good
128 tickrate; sv > 7.
8ms = bad
New Updated Settings INSERT THESE COMMANDS IN DEVELOPER CONSOLE (go to game settigs first and enable developert console if you already didn't)
If you have a low ping (from 1 to 100),put these in autoexec.
rate "128000" this is max download bandwith p/sc
cl_updaterate "128" this is how many packets p/sc you can recive
Now the interp settings for different pings
PING ms SETTINGS
1-29 cl_interp 0.
30-59 cl_interp 0.
60-89 cl_interp 0.
90-100+ cl_interp 0.
Now the new settings
First of don't use old rate settings,but you can use everything else
If your internet speed is 1.
5 Mbps or less use rate 196608
If your internet speed is 6 Mbps or more use rate 786432
Here you can your internet speed
just click begin test
AT THE AND OF THE TEST DIVIDE THE NUMBER BY 8 SINCE 1 Mbps IS 0.
INSERT THESE COMMANDS IN DEVELOPER CONSOLE ( see here how to do it )
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