ValveSoftware / Source-1-Games

Source 1 based games such as TF2 and Counter-Strike: Source
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[TF2] Skeletons and other entities are still laggy with cl_interp values lower than 0.1 #4413

Open Ashetf2 opened 1 year ago

Ashetf2 commented 1 year ago

I use cl_interp 0.03 and skeletons are still laggy. The fix from the June 21 Patch only works when using cl_interp 0.1

https://user-images.githubusercontent.com/63692647/196323866-3542f0f4-b714-4572-a074-ec32465e0b67.mp4

Wasmanr2 commented 1 year ago

nb_update_frequency is the culprit for this. Changing the value to 0.05 (default is 0.1) fixes the stuttering for bosses and skeletons, but it may increase usages on server or client PC's.

(the prediction on increased usages are just speculations from my side)

Whurrhurr commented 1 year ago

nb_update_frequency is the culprit for this. Changing the value to 0.05 (default is 0.1) fixes the stuttering for bosses and skeletons, but it may increase usages on server or client PC's.

(the prediction on increased usages are just speculations from my side)

while this would fix issues with laggy NPC entities, it would cause issues with TFBot pathing (most notable on mann vs machine) where bots trying to move past a body-blocking obstacle like a player or sentry gun would just jitter in place instead of trying to move around whatever's blocking them. it also changes the timing on stuff like when horsemann's attack is sent out (watch for sparks flying from his axe) monoculus' rate of fire when firing rockets (most notable before he's only firing 1 rocket at a time, the downtime between rockets is much shorter) so it's not a end-all solution for this issue.

condor00fr commented 1 year ago

Fixing this issue would also fix the Engineer's buildings animations wich plays at low fps right now

mastercoms commented 1 year ago

Increasing the update frequency for AI in general is not a good solution for something like animation interpolation/simulation.