![tribes 2 interpolate settings tribes 2 interpolate settings](https://media.springernature.com/lw685/springer-static/image/art%3A10.1007%2Fs00521-020-05022-2/MediaObjects/521_2020_5022_Fig4_HTML.png)
Tribes II retains the features that made the first so good, including lag-free gameplay, manned vehicles, 64-player maps, three classes of armour. If you’ve yet to make the jump from Tribes to Tribes II, the latter’s recent move into budget territory means you get an additional alien species, highly detailed landscapes, a slick new interface, massively improved visuals and decent shooters for under a tenner. Tribes II and its predecessor entertain 400,000 players every month, and although outgunned by perennial favourite Half-Life in the popularity league, it still provides team gamers with perhaps the most undiluted experience on offer. This sudden-stop-and-freeze-up, then wait, then suddenly-jump-and-resume-everything phenomenon is very jarring, which is why interpolation is so important.One of the biggest titles in online gaming now has one of the smallest prices.
#Tribes 2 interpolate settings update#
Once a proper server update does arrive, then everything un-freezes, and the positions/velocities/states of all the entities in the game suddenly jump to their actual correct values for the current time. When extrapolation isn't an option, the game client more-or-less throws its hands up in the air and just freezes everything in place while it waits for data to start arriving again from the server telling it what to do.
![tribes 2 interpolate settings tribes 2 interpolate settings](http://cdn.statcdn.com/Infographic/images/normal/18981.jpeg)
Needless to say, this very rarely matches reality, and it also leads to sudden jerks when the next server update _does_ arrive and objects jump to the location where they were _actually_ supposed to be. So instead, the game does the least horrendous thing it can: it assumes that all objects will just continue moving in a perfectly straight line in the same direction that they're currently going. But that's beyond the scope of this wall-of-text Google is your friend.)Įxtrapolation is what your game client does when it doesn't know how everything is supposed to be moving because it missed information from the server _and_ also doesn't have enough interpolation history to figure out "average" values that would serve as reasonable stand-ins for the missing data. (It is possible to set up your game configuration to use different interp ratios when you play different classes. But it comes at a big cost, because you remove the ability for the game to cope with even small amounts of jitter or packet loss without resorting to extrapolation. Lowering the ratio to 1 (the effective minimum) can be desirable, particularly when playing non-hitscan classes, because it reduces the artificial interpolation lag you experience from 30 ms down to 15 ms. A ratio of 3 enables the game to compensate for 2 consecutive dropped packets, and a ratio of 4 allows for up to 3 consecutive dropped packets, and so forth. Drop it down to 1 _only_ if you actually know what you're doing and why you're doing it.)Īn interp ratio of 2 enables the game to compensate for 1 consecutive dropped packet.
![tribes 2 interpolate settings tribes 2 interpolate settings](https://i.ytimg.com/vi/vvjR-utmVBs/maxresdefault.jpg)
(Bump it up to 3 if your net connection is bad enough that you're still having problems at 2.
![tribes 2 interpolate settings tribes 2 interpolate settings](https://i.imgur.com/Kp7LAHU.jpg)
Set cl_interp_ratio to 2, unless you have a very good reason to use a different value. Set cl_interp to 0 (so that the game will look at cl_interp_ratio instead).Ģ.
#Tribes 2 interpolate settings how to#
My recommendations on how to configure your interp for Team Fortress 2 (or basically any Source game):ġ. So ratio 1 interp 0.033 is about the same as ratio 2 interp 0 So people typically stick with around 30ms of interp or 2 ticks which is enough to cover small hiccups You can't go below ~.0152 since that's the base server rate, but at that point you're vulnerable to even slight connection issues You want to have it high enough to account for any potential issues that come from being online, but low enough to avoid excessive lag Interp is meant to cover for any missing data Servers are running at 66ticks, which is like ~15ms or ~0.152 interp for reference