+sv clockcorrection msecs 0

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Interpolate Bug FIX bei CKRAS CS:GO aktiv

Cvar "sv_clockcorrection_msecs" defaults to "60" So this is something I discussed a while ago, as spotting this in the SDK struck me as somewhat odd. The result was in VALVE not changing this. I understand why there is a need for jitter correction like this, but I've never liked this implementation. I feel it should be down to the client to decide how much they need, this basically performs the same feature as "cl_interp" but isn't being configurable.

All zBlock match-servers currently have this set to "30" and Verygames DM have been running with "0" on their servers for months now. It's also presently set at 0 in a couple of competitive league configs.

If you were to remove this cvar (or set it to 0 in CSGO) I'd be happy if the result was more relaxed cl_interp restrictions, so that "cl_interp_ratio" could be between 1 and 3, instead of the current forced competitive values min 1 and max 2.

Reducing this value should have the largest impact on the game for competitive players. For example I have a average jitter of between 2-10ms on my home Internet connection and a latency of about 15ms to many game servers. There is no need for me to have the 60ms jitter correction, it's increasing position latency by about 4x! So I could easily get away without the jitter correction and rely on a tiny amount of extrapolation.

If I wanted a slightly smoother more accurate game I could increase cl_interp_ratio to 2. I'd really appreciate it if this in particular could be reviewed."