
Projectiles on the other hand aren't lag compensated at all they just appear in the game world as soon as the server recieves the data, and anyone who comes in contact with them takes the damage So hitscan is generally best with 2 server frames worth of interp in case your client misses or messes up one, which is around 0.0304ms Hitscan is lag compensated, so it's important to have accurate player positions on your screen The idea is to find a sweetspot that can compensate for potential net issues without adding too much delay Without enough interp time, it can cause prediction issues and mess with your hit detection, but having more interp time delays the game, almost as if you had higher ping Interp is designed to compensate for net problems, such as when your game client misses a packet sent from the server Originally posted by King of Australia:SO in conclusion, this is the best network settings for a normal person? if you have not-awful internet and don't use wifi, yes rate 90000 // With higher tick rates you have more bandwidth being used 007 should be roughly the lowest interp, hit scan might do well at. 007 // this will likely have to be user defined. Competitive connection // Very few servers will have these settings Rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to. 033 // change to whatever you like for certain classes projectiles/popping //uber/flames =. cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to. Uncomment (remove the `//' from) one of the groups if you want to use them. There's some pretty good documentation on this here: - Generally no/negligible choke/loss (can be checked with `net_graph') - Ping of <80 to the average server you join Generally, meeting both of the following conditions would classify it as a choice, try both and see which is better for you. good or bad? Mostly personal preference.

A common question I am asked - what defines whether a good connection is are a fact of life in competitive TF2, and as such, they are included here. Whilst net settings perhaps aren't an integral part of an FPS config, they
