Jump to content
  • 0

Explanation of LERP and Hitboxes... I hope.


Question

Posted

As the video shows, the higher your LERP, the farther off the hitboxes are from your actual target when it is moving. This makes shooting at the player you see pretty much pointless because their hitbox is in a different location according to the server.

High LERP means, no packet loss, but inaccurate hitboxes, Low LERP means some packet loss but very accurate hitboxes.

The suggestion would be to play with your rates to see how low you can get your LERP and still have it in the white. A yellow LERP means you are losing packets, so try and avoid that if at all possible.

The commands:

net_graph 1

cl_updaterate 100

cl_interp_all 1

cl_interp_ratio 1

cl_interp 0.021 (this is the value you need to adjust to adjust your LERP in the server. Setting it to decimal points will adjust it. IE: cl_interp 0.1)

Keep adjusting the cl_interp rate until you find the lowest possible LERP that stays in the white. 0.021 was as low as I can go but depending on your connection speed, processor, yadda yadda yadda, you may be able to go lower.

Hope this helps explain why you all suck so bad.

Recommended Posts

  • 0
Posted
Don't know if it's true or not but I've heard lerp doesn't just make you more accurate to hitting enemy's. it also makes their shots more accurate on you as well... any truth to this?

Replying to a very old post, but I figured it would be nice to have this info here for anyone to see.

TL;DR It does not make a big difference in accuracy for you or the other players. It only determines how soon you will see a players actions, which is important when considering reaction times against someone coming from behind cover.

Interpolation (lerp) is a client side setting. This means that it only affects how the game is rendered to you, and not to anyone else.

The delay that you are tweaking is the delay between the time you receive a server snapshot and the time that it is rendered to the client. The default of 100ms lerp on a 66 tick server (15ms snapshots) means that even if a packet is lost, there are substantial packets in that 100ms timeframe to keep animation smooth.

Naturally, this interpolation of motion leads to some minor inconsistencies in movement / animation in terms of congruence to the true server state, and is only made worse when packets are lost. This is where some hit registration errors happen. The rest of the hit registration errors usually come from the server being overloaded, or your connection having too much jitter (the average difference in ping of each packet sent).

Before I completely answer the question, I want to move on to some clarifications about how networking in this game works.

I think that the video might create the notion that interpolation (lerp) makes you miss the other player because you are shooting in the wrong spot, but this is a misunderstanding. The client keeps track of the interpolation delay, and communicates this to the server along with its command packets (what keys you've pressed, what mouse movements you've made, etc.). The server then takes this into account when determining hit scans (whether your shot's trajectory intersects another player and where). Because of this delay (which is compounded with latency, more on that later), you end up with those oh-so-frustrating deaths where you are certain that you had already ran behind a wall when they shot you.

An interpolation of 100ms means that you will see players coming around a corner at least 100ms after they have done so, but on the other hand you will see them duck behind a corner 100ms after they have done so, which can play to your advantage sometimes. Compound this with latency (your ping) and that delay becomes even greater. This is why it seems like people who pop out from behind corners are able to shoot you so fast. Depending on your interpolation settings, they receive a jump on you in a reaction-times race that amounts to nearly a 50% lead! (Average human reaction times are about 200-250ms)

So, high interpolation will not necessarily make you easier to hit, nor will it necessarily make other targets easier to hit; It will, however, give your opponents an advantage when coming out from cover against you. This reaction time race is the main reason why optimizing interpolation is important.

I am glad to answer any other questions about networking in this game. Just ask here and I will reply.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Recent Posts

    • Its Friday Night Fight Night in HLL and me and Muthas are in different squads. We meet up while attacking a point: Me: Muthas! Let's go get the poiple toineps! Muthas: Hah poi....   We are immediately cut down by a MG.   Steam messages:  Muthas: LMFAOO Me:OMFG! ROFLMAO!
    • Name: elon musk   Steam I.D: STEAM_0:0:918906720   Duration of Ban: Permanent   Reasons for the Ban: Racist comments and Mass Team Killing   Demo Provided?: N   Comments: Keebler reported in public chat, sent screen shot of typed comments  
    • Hey Reis! Great to see you again, man. The unit means a lot to all of us and I know you were here for quite some time. There’s always room for you to come back   *Salute*
    • I dont know how many of the people that know me or what i did in the unit are still here. But i just wanted to leave a huge thank you on the forums to this unit, that i was a part of for so many years, and all the good times and hardships i shared with a lot of different people from all over the world.    Maybe i'll still see you in DoD:s   *Salute*
    • 2nd Platoon Weekly Attendance   Week of 10NOV2024   P = Present | E = Excused | A = Absent   Platoon Staff WO. A. Pitteway - Excused MSgt. J. Candy - Present TSgt. A Yoder - Present   1st Squad Squad leader:  SSgt. R. Fielding - Present Cpl. B. Grande - Present Pfc. R. Smith - Excused Pfc. M. Noel - Present Pfc. C. Keebler - Present Pvt. D. Moffat - Present Pvt. R. Zera - Absent Pvt. N. Clement - Excused       2nd Squad Squad leader:  Cpl. S. Holquist - Present Pfc. A. Cannon - Excused Pfc. T. Scary - Present Pfc. C. Marsh - Present Pfc. M. Oake - Excused Pvt. L. Whistle - Present Pvt. M. Clarkson - Excused Pvt. W. Swift - Present           Helpers: WO. S. Belcher
×
×
  • Create New...