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Yet another cl_timenudge explanation


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Thursday, May 5 2005, 06:34:37 #25320     Yet another cl_timenudge explanation


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 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.
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