Interpolation
##Interpolation Interpolation is a mathematical term. It is a means of guesstimating data points based on previous data points. As a very simplistic example, imagine you're waiting to receive eight numbers, but instead you only receive five:
4, 8, 12?, 16?, 20, 24, ?, 32
Now, based on the data you did receive, what do you assume is the nextmissing 3 numbers are? If you said 2412
, 2816
, and 3228
, that is because you recognised the pattern was going up by 4, and were able to assume that the pattern would stay the same.
What this means in Source games (TF2)
##What this means in Source games (TF2) WithoutWithout Interpolating, other player's would seem to 'stutter' or 'jitter' around on screen as they run, especially on bad connections that regularly drop packets. However, the implementation of Interpolation adds artificial latency to a player's view of the game world, as it needs to buffer a few updates in order to interpolate missing ones and display them all smoothly. So fiddling with these values is a balance of regular latency (bad connections) vs artificial latency (interpolation)
##What you should use
What you should use
How to test
##How to test
YouYou can turn on your Net Graph in TF2 using net_graph 1
from the developer console. This will show your current lerp value:
Conclusions
##Conclusions
ToTo directly answer your question: the differences between cl_interp_ratio 1
and cl_interp_ratio 2
is the difference between buffering one or two updates from the server, in order to compensate for bad network connections and dropped/missing data.
##References