Page 1 of 1

cl_timenudge

PostPosted: Sun Aug 07, 2011 4:39 am
by Me Returns
"By Strider

Someone already said a bit above of what cl_timenudge does but here's a more complete understanding of it.

The Q3 client likes to have two snapshots active. The latest one and the previous one and it uses them both to interpolate player movement.

Most servers default to 20hz (meaning a packet is sent out every 50ms). A server sends out a packet containing a snapshot of everything in the server (that is visible to you), players, rockets, items etc and the client receives it then another is sent out 50ms later and so on.

Once the client has received two packets, it starts to interpolate other players in the game from their old position (contained in the first snapshot) to their new position (contained in the second snapshot).

cl_timenudge <negative value> effectively changes that behaviour by reducing the time available for interpolation.

Since the interpolation time window is 50ms (on servers that yews the default 20hz), you can effectively remove it by doing cl_timenudge -50 or you can half that time by doing cl_timenudge -25.

By removing all or part of the interpolation time, you are forcing the client to show the latest position of your opponents much quicker than it would normally. That means when you shoot at them on screen you have a better chance of hitting before they've moved far enough for you to miss. "

Does this exist?
Again according to my ping, I lag everytime before the projectile exits the weapon and oddly enough, whenever the jan's shield is on I cannot stand near to it, only on it or about two people away from it, otherwise I lag very much in movement (eg. when near shield, I try to saber right and strafe right while facing forward then saber left and strafe left while facing forward, it ends up I saber right while strafing left and saber left while strafing right.)
Can anyone help? =)

Re: cl_timenudge

PostPosted: Sun Aug 07, 2011 6:34 am
by Magyk
Me Returns wrote:"By Strider


Lies.

Re: cl_timenudge

PostPosted: Sun Aug 07, 2011 11:42 am
by Roflraptor
I tried this out a bit ages ago and, if I recall correctly, it made zero difference. Unless the game was coded for client side hit detection (something like Planetside), there's a point where you have to succumb to the reality that no amount of settings alteration will change the fact that you're over 15000km away from the server. :lol:

Re: cl_timenudge

PostPosted: Sun Aug 07, 2011 12:09 pm
by Turky
It can work for low pings. But on high pings, it doesn't seem to make much difference.

Re: cl_timenudge

PostPosted: Sun Aug 07, 2011 5:04 pm
by Turquoise Dragon
How low of a ping are we talking about? around 8 or around 80?

Re: cl_timenudge

PostPosted: Sun Aug 07, 2011 6:25 pm
by Turky
like, anything euro ping or below I think. 170 or so it doesn't work anymore.

Re: cl_timenudge

PostPosted: Sun Aug 07, 2011 9:05 pm
by Duo
Movement near jan's shields gets fucked up a lot. I just stay a meter away from the shield if I notice it happening.

Conversely, right next to a shield can be a good place to take cover as a jan since people sometimes lag near shields.

Re: cl_timenudge

PostPosted: Sun Aug 07, 2011 11:55 pm
by Max Rambone
I've heard alot of shiz about this 'field lag' lately, but I've never heard of it or seen it before....and I've played on some pretty shitty systems.

~archi