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(Dodgeball) Quick Guide to fixing your lerp

Baddie

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Nov 23, 2019
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because I wind up explaining this too often here's a quick and dirty guide to fixing your lerp for dodgeball.

What is lerp?
lerp is a delay added to the game as a means of smoothing out gameplay during ping spikes and random latency variations by linearly extrapolating where people and objects are and trying to account for latency and provide more stable gameplay for players with bad connections. sounds generally like a good idea right? Well the problem comes in with the default value (100ms) being too high. That delay is latency and is measured by your ping. It's not constant. Because of this, if your ping spikes by a little bit briefly, during normal play or during a ping-spike there will be instances where your copy of the game has no information about the gamestate. That causes jittery movement, terrible hit detection, and a bunch of other nasty things. To deal with this, the client keeps a buffer and uses it to exterapolate what's going to happen next and smooth things out. The problem is that this adds lag. It's another tenth of a second delay before a rocket you reflect actually does so, It's another tenth of a second you're behind the server. It's another tenth of a second where you don't know what people are doing. Ideally Lerp should be as low as it possibly can be while still being able to do its job.

The default lerp is 100ms, which is massive. If your ping spikes by that much, you're experiencing a problem with your connection that can't be fixed just by adjusting the interp values.

Why is high lerp bad for dodgeball?
High lerp in Dodgeball smooths things out in a bad way. because of the interpolation you wind up having less control over the rocket (flicks and drags are not as effective) and having an odd visually out-of-sync window to reflect that gets more and more noticeable as the rocket speeds up. (if you've noticed fast rockets suddenly seeming to slow-down mid-flight and messing with your reflect timing or even dying before the rocket gets to you chances are that is a direct result of your interp kicking in too high)

OK I get it but how do I fix it?
First thing's first. You have to enable developer console (if you haven't already). To do that hit escape, go to options(gear icon) and click 'advanced' on the first tab. There will only be a couple of options, the one you want is 'enable developer console' so tick the box for that and apply it.

Next you'll need to drop out of the game server you're on if you're on one. (you cannot change interp settings mid-game anymore as there was a potential for abuse so valve disallowed it). Once you've done so input the following commands to console:

cl_interp 0; cl_interp_ratio 0; cl_updaterate 60000;

This will set your interp to to 0.00017 and is the lowest setting i'll recommend for dodgeball- where lower is better. These settings should make the rocket feel more responsive to flicks, drags, and reflects at higher speeds (you won't have to preemptively airblast as much as you would with higher lerp) and will also reduce the amount of "i swear i hit that but the server said no you didn't" that you encounter. If you've played a lot of dodgeball these changes may take some getting used to but you should overall feel that there is a world of difference with lower interp and overall it will help you improve as a player.

If you have a high ping or unstable connection or otherwise notice the rocket skipping you may wish to turn this up a bit by adjusting the values.

For regular play (eg not dodgeball) lerp should be set with ticks in mind rather than milliseconds. You can set cl_interp to 0. cl_interp_ratio acts as a multiplier to value of cl_interp. cl_interp 0 and cl_interp_ratio 2 is equivalent to (1000/66) * 2 = ~33.3 ms which should be plenty as most people have ping fluctuations within that range and exceeding it means something bad is happening(like your sibling is binging something lame on netflix and saturating your bandwidth) as a note cl_interp_ratio should also always be a whole number.

for different game-modes and classes different interp values might be recommended. (eg hitscan classes like sniper may benefit from different values than projectile classes like soldier, but that's not what this quick settings guide is about so i'll leave that alone. a little google-fu can net you plenty of discussion about the best interp values for each class type and i'll leave it to you to fuss with values for game modes other than dodgeball.
 
Last edited:

Gibus

No, I'm not a F2P.
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Nice guide, I moved this to the guides section.
 

Gibus

No, I'm not a F2P.
Staff member
Admin
Joined
Jan 16, 2019
Messages
1,512
It's alright, that's why I'm here :p
 

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