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Jitter Tolerance in the Source Engine? - A Question for Source Engine

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When it comes to multiplayer networking, what are all of the ways in which Source can accommodate inconsistent connection quality? Here's what I've discovered so far:

  • sv_clockcorrection_msecs, which I don't understand despite the developer console's description of it. Does this relate to a client's update rate and how far out of sync it can be with a server's tickrate?
  • sv_maxusrcmdprocessticks, which limits a client's teleportation from the POV of other clients. Dividing sv_maxusrcmdprocessticks by the server's tickrate determines the milliseconds of jitter tolerance, and multiplying that quotient by a client's movement speed determines the maximum distance that a client can teleport.
  • cl_interp and cl_interp_ratio. In Left 4 Dead 2, for example, I can set cl_interp_ratio to a setting of "2" to mitigate packet loss, and as long as I have acceptable ping, I can also set cl_interp to the sum of (cl_interp_ratio / cl_updaterate) and an additional thirty milliseconds to account for thirty milliseconds of jitter. The result is a consistent and minor latency that allows me to stay alive on official dedicated servers.

To be clear, I usually have excellent connection quality, but I'm curious about what Source can do for those who don't. I'm most interested in all of the ways that Source can accommodate jitter.

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