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Ghonzo

The 47 Ronin
Might wanna check our CSS server. Noticed last couple of days lot of peoples' lerp were 25-31.0 but getting orange. When lerp is orange it means the server is getting packet loss or frame rate drops. I had my settings tuned to the server as well and noticed my lerp in orange first time happening to our server. Im not getting any irregular chokes either so its not my side.

Those who have orange lerp try cl_interp 0 and cl_inter_ratio 1 and 2 and see if u notice any difference.
 
Are the rates still forced?

Dont think our server force our rates to 30000.
Most people should have their settings set around this:
cl_updaterate 66
cl_cmdrate 60-66

And if you have cl_interp 0 Steam will automatically adjust your lerp to your settings without you having to adjust.
Lerp follows this equation: cl_inter_ratio/cl_updaterate 66

cl_interp_ratio simply causes the interpolation delay to be calculated off the clients cl_updaterate (The amount of updates the clients receive per second. This will not exceed the servers sv_maxupdaterate or servers tickrate, which ever is the smaller)

The outcome for this is as follows:

cl_interp_ratio 1.0 cl_updaterate 30 interpolation = 0.033

cl_interp_ratio 1.0 cl_updaterate 35 interpolation = 0.029

cl_interp_ratio 1.0 cl_updaterate 40 interpolation = 0.025

cl_interp_ratio 1.0 cl_updaterate 50 interpolation = 0.020

cl_interp_ratio 1.0 cl_updaterate 60 interpolation = 0.017

cl_interp_ratio 1.0 cl_updaterate 66 interpolation = 0.015

cl_interp_ratio 1.0 cl_updaterate 75 interpolation = 0.013

cl_interp_ratio 1.0 cl_updaterate 80 interpolation = 0.013

cl_interp_ratio 1.0 cl_updaterate 100 interpolation = 0.010

cl_interp_ratio 1.5 cl_updaterate 30 interpolation = 0.050

cl_interp_ratio 1.5 cl_updaterate 35 interpolation = 0.043

cl_interp_ratio 1.5 cl_updaterate 40 interpolation = 0.038

cl_interp_ratio 1.5 cl_updaterate 50 interpolation = 0.030

cl_interp_ratio 1.5 cl_updaterate 60 interpolation = 0.025

cl_interp_ratio 1.5 cl_updaterate 66 interpolation = 0.023

cl_interp_ratio 1.5 cl_updaterate 75 interpolation = 0.020

cl_interp_ratio 1.5 cl_updaterate 80 interpolation = 0.019

cl_interp_ratio 1.5 cl_updaterate 100 interpolation = 0.015

cl_interp_ratio 2.0 cl_updaterate 30 interpolation = 0.067

cl_interp_ratio 2.0 cl_updaterate 35 interpolation = 0.057

cl_interp_ratio 2.0 cl_updaterate 40 interpolation = 0.050

cl_interp_ratio 2.0 cl_updaterate 50 interpolation = 0.040

cl_interp_ratio 2.0 cl_updaterate 60 interpolation = 0.033

cl_interp_ratio 2.0 cl_updaterate 66 interpolation = 0.030

cl_interp_ratio 2.0 cl_updaterate 75 interpolation = 0.027

cl_interp_ratio 2.0 cl_updaterate 80 interpolation = 0.025

cl_interp_ratio 2.0 cl_updaterate 100 interpolation = 0.020

Clients can have higher cl_interp_ratio values to accomodate for packetloss & choke.

There are 2 server side variables that limit how large a clients cl_interp_ratio can be, these are:

"sv_client_min_interp_ratio" = "1" replicated - This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio

"sv_client_max_interp_ratio" = "2" replicated - This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.

The bottom line is this: interp is calculated off your updaterate. Change your updaterate and your interp will change, it is as simple as that!
 
nearly everytime the server changes to a map other than d2, it empties out. we might want to get rid of the rotation.
 
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