Experiment
#32
I'm not sure how I can explain it properly without checking in the source code, but I believe it's similar to smoothmove. The value you set is the amount of time in milliseconds it takes for a model to interpolate.

For instance, high smoothmove values (default is 75, iirc) will add artificial client-produced "smoothing" in an attempt to make players appear more smoothly across your screen as they move. This can make aiming easier, but also adds artificial input lag since the rate at which the player reports to your screen is not being updated as frequently as if you used a low smoothmove value. The advantage of using a low setting is that there is literally no artificial input delay when the server sends the position of enemies to the client, so you will see everyone move in as close to "real time" as is possible. However, it looks jerky, and some people find it harder to aim this way. It's like the "144hz" vs "120hz w/Lightboost" argument, which tradeoff is better? (in that case it's higher refresh rate vs higher motion blur reduction)

Anyway I believe animationinterpolationtime works a similar way. There is no "best" setting, since it depends mostly on your own eye coordination, muscle reflexes, and monitor response time/refresh rate. Things such as the aspect ratio of your screen resolution could also influence how you see players, so I'm reluctant to say anything beyond "Have fun experimenting!".
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Messages In This Thread
Experiment - by Mousikos - 13 Sep 14, 06:18PM
RE: Experiment - by Marti - 13 Sep 14, 06:24PM
RE: Experiment - by Mousikos - 13 Sep 14, 06:26PM
RE: Experiment - by Artemis - 13 Sep 14, 06:56PM
RE: Experiment - by ExodusS - 13 Sep 14, 11:31PM
RE: Experiment - by Artemis - 15 Sep 14, 10:13PM
RE: Experiment - by 1Cap - 13 Sep 14, 07:49PM
RE: Experiment - by PhaNtom - 13 Sep 14, 07:54PM
RE: Experiment - by Mousikos - 13 Sep 14, 08:04PM
RE: Experiment - by PhaNtom - 13 Sep 14, 08:27PM
RE: Experiment - by Waffles - 13 Sep 14, 08:58PM
RE: Experiment - by Mousikos - 13 Sep 14, 09:29PM
RE: Experiment - by Vanquish - 13 Sep 14, 10:03PM
RE: Experiment - by MET4L - 17 Sep 14, 04:56AM
RE: Experiment - by 1Cap - 13 Sep 14, 11:47PM
RE: Experiment - by Marti - 14 Sep 14, 01:46AM
RE: Experiment - by ExodusS - 14 Sep 14, 03:11AM
RE: Experiment - by Robtics - 14 Sep 14, 10:35AM
RE: Experiment - by Marti - 14 Sep 14, 11:31AM
RE: Experiment - by DrauL - 14 Sep 14, 12:30PM
RE: Experiment - by Vanquish - 14 Sep 14, 02:32PM
RE: Experiment - by ExodusS - 14 Sep 14, 03:24PM
RE: Experiment - by RKTnoob - 15 Sep 14, 12:51AM
RE: Experiment - by ExodusS - 15 Sep 14, 01:04AM
RE: Experiment - by Mousikos - 15 Sep 14, 05:17AM
RE: Experiment - by Orynge - 15 Sep 14, 06:55AM
RE: Experiment - by Robtics - 15 Sep 14, 09:12AM
RE: Experiment - by Luc@s - 15 Sep 14, 09:30PM
RE: Experiment - by Mousikos - 16 Sep 14, 12:04AM
RE: Experiment - by SKB - 16 Sep 14, 07:12AM
RE: Experiment - by PhaNtom - 16 Sep 14, 12:07AM
RE: Experiment - by Vanquish - 17 Sep 14, 02:02PM
RE: Experiment - by MET4L - 18 Sep 14, 02:40PM