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 Post subject: CS:GO Rates
PostPosted: 15 Aug 2012 10:19 
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Joined: 06 May 2012 10:10
Posts: 700
Since this is generally a contentious topic, I thought I'd just provide an easy resource for the rates I use in CS:GO. Feel free to disagree or mock them, I just know there is interest in the topic.

cl_interp_ratio 1
cl_interp 0.001
cl_cmdrate 128
cl_updaterate 128
rate 250000


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 Post subject: Re: CS:GO Rates
PostPosted: 15 Aug 2012 11:49 
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Joined: 26 Sep 2010 22:53
Posts: 3084
Location: T͚̜͙͚̠̦ͬͧ̐ͬĥ͙͉͙̥̹̝͖ͮ̒̒̋ͤ̄eͭͫͭ ̥̤͔̽ͥ͐ͦͦͣỊ̒̎n̖͚̘͇̬̟te̻̥͇̳̲̲͊̂͆ͩr̝̯̦̼͔̖̻̽n͙ͬ͆̎e͔̰͎ͩ͋̀̚t̮̞͎̓ͨ́
My rates:
cl_interp_ratio 1
cl_interp 0.001
cl_cmdrate 102.4
cl_updaterate 102.4
rate 30000

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 Post subject: Re: CS:GO Rates
PostPosted: 15 Aug 2012 15:55 
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Joined: 25 Mar 2010 19:07
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Our server rates are much higher. If you can handle it, put update rate and cmdrate to 128. I haven't confined this but my understanding is that you can put rate much higher too, like 80000, but I put mine at zero because that ensures the best for the server . I put my interp on zero because interp is a complex play between many client rates and server rates.

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 Post subject: Re: CS:GO Rates
PostPosted: 15 Aug 2012 18:02 
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Joined: 06 May 2012 10:10
Posts: 700
Quote:
Our server rates are much higher. If you can handle it, put update rate and cmdrate to 128. I haven't confined this but my understanding is that you can put rate much higher too, like 80000, but I put mine at zero because that ensures the best for the server . I put my interp on zero because interp is a complex play between many client rates and server rates.
Would the difference be noticeable between .001 and 0 for interp? This isn't a criticism, I'm generally curious and don't understand how it works.

Thanks!


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 Post subject: Re: CS:GO Rates
PostPosted: 15 Aug 2012 18:28 
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Joined: 25 Mar 2010 19:07
Posts: 8392
Quote:
Would the difference be noticeable between .001 and 0 for interp? This isn't a criticism, I'm generally curious and don't understand how it works.

Thanks!
I'm not sure... I have read things about it, and many people suggest 0 just because of the extreme variability in all the different things that make good interp, but I honestly never really understood the arguments either way. I think it more has to do with if you're on a server that isn't even good enough for good interp, there's no reason to not take advantage of the randy reg by raising it.

But yeah, I don't understand how it works either lol

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 Post subject: Re: CS:GO Rates
PostPosted: 18 Aug 2012 14:49 
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Joined: 25 Feb 2012 19:18
Posts: 908
Location: Ontario, Canada
My current autoexec.cfg with explanations

//set size of HUD including radar
hud_scaling "1"

//loads and plays sounds quickly
snd_mixahead "0.05"

//interpolation rates
cl_interp "0"
cl_interp_ratio "1"

//ignore servers with ping >85ms
mm_dedicated_search_maxping "85"

//rates-still being discussed
cl_cmdrate "128"
cl_updaterate "128"
rate "50000"

//crosshair transparency 255=solid 0=invisible
cl_crosshairalpha "200"

//crosshair colour 5=RGB values
sfcrosshair "0"
cl_crosshairstyle "4"
cl_crosshairalpha "200"
cl_crosshaircolor "5"
cl_crosshaircolor_b "255"
cl_crosshaircolor_g "0"
cl_crosshaircolor_r "255"
cl_crosshairdot "1"
cl_crosshairgap "0"
cl_crosshairscale "0"
cl_crosshairsize "3"
cl_crosshairthickness "0.75"
cl_crosshairusealpha "1"
cl_dynamiccrosshair "0"


cl_autowepswitch "0"
hud_fastswitch "1"
snd_musicvolume "0"

//raw input bypasses windows mouse settings
m_rawinput "1"

//forces multicore rendering
mat_queue_mode "2"

//do not download sounds from server
cl_downloadfilter "nosounds"

sensitivity "2.4"
zoom_sensitivity_ratio_mouse ".95"

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