![]() ![]() Essentially the client extrapolates the position of objects rather than delaying the entire client render. This is another client-side technique that can be used to compensate for lag. ![]() #Battlefield 2 maps multiplayer larg sniper updatecorrection: CSGO uses 2x the update rate, or 31ms if update rate is 64Hz, 100ms is the default for cs source I think. CSGO for example has a default interpolation period of 100ms. They mean Update Rate, and Interpolation delay. Interpolation essentially slows the rate at which the entire game is being rendered to your computer, by a value of time typically equal to 2 ticks (however some games allow you to tweak this, like CSGO) This is what people are talking about when they refer to their "rates". Interpolation occurs exclusively on the client side. Without interpolation, games would appear very choppy, as the client would only see objects in the game move whenever they received an update from the server. The server however, only ever really "sees" the player at those two locations, never in between them. ![]() The interpolation delay is typically equal to 2 ticks, but can vary.įor example, if a player is running in a straight line, and at the time of "Tick 1" they were at 0.5m, and at "Tick 2" they were at 1m, the interpolation feature, would make it appear on the client, as if they moved smoothly from 0.5m to 1m away from their starting location. Essentially what interpolation is doing, is smoothing out the movement of an object moving between two known points. Interpolation is a technology which smooths movements of objects in the game (e.g. ![]()
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