Post by Methos on Dec 8, 2014 21:20:04 GMT
(Reposted from my original post on Chaotic)On and off, both before my break and after, I've heard people say all kinds of ridiculous things about Timenudge.
How it "gives better range and blocking" or "increases ghosting", just to give a few examples.
Thus, I've decided to include this, as a topic in the Holocron, in order to educate the clan on what Timenudge actually is, and what it actually does.
Timenudge compensates for lag and will make your ping feel lower at the expense of choppy enemies. Values are always in the negatives, with 0 (off) being the default. Experiment with this setting depending on your ping/connection. -20 is a good setting for a 60-70 ping, -30 for 100 ping, etc.
nothing more, nothing less, now which part of that is it exactly that involves extending your range, or increasing your blockrate? that's right, it does not do any of that.
for those of you that need a slightly more technical explanation:
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 use 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.
If anyone has any questions, I'll do my best to answer them. And as always, people are more than welcome to add to the thread, if they have information that I have not included.
How it "gives better range and blocking" or "increases ghosting", just to give a few examples.
Thus, I've decided to include this, as a topic in the Holocron, in order to educate the clan on what Timenudge actually is, and what it actually does.
Timenudge compensates for lag and will make your ping feel lower at the expense of choppy enemies. Values are always in the negatives, with 0 (off) being the default. Experiment with this setting depending on your ping/connection. -20 is a good setting for a 60-70 ping, -30 for 100 ping, etc.
nothing more, nothing less, now which part of that is it exactly that involves extending your range, or increasing your blockrate? that's right, it does not do any of that.
for those of you that need a slightly more technical explanation:
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 use 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.
If anyone has any questions, I'll do my best to answer them. And as always, people are more than welcome to add to the thread, if they have information that I have not included.