It doesn't matter what value of cl_timenudge you use when cl_autoTimeNudge is set to 1.
Originally Posted by N0LImIT
It will override any value, including 0.
I'm pretty sure he was talking about this "rubber-banding" effect, but it's more like a "movement micro-stutter".
Originally Posted by Lam
I usualy get something like that with autoTN, but I was specualting it to be something server-client syncing related, because I get it on empty servers too sometimes.
I know this because when I use autoTN1 on U.S or Asian servers, sometimes I forget to set it back to zero, and I notice it on EU servers, since it feels bad and sluggish.
For quite some time I struggled with this game. I had a whole bunch of issues:
- Laggy, sluggish mouse movement. Input lag if I may call it that. It felt like my sens randomly changed every game.
- Unpredictable enemy movements. It was like they move in slow-mo for a sec, then switch to fast forward. It was driving me nuts.
- Constant "corrections" by the server. I fire the rail, instead of getting a frag game pulls enemy model few frames backwards and I die.
- Sounds not playing on time, or not playing at all.
I was feeling like an idiot - after playing QL for 3 years, I found myself unable to hit people using jump-pads on dm17. Chasing down enemies down the straigth hallway and missing rail after rail for no obvious reason. And just when I started to convince myself that problem maybe lies with me, not the game, I by pure chance stumbled upon "cl_autotimenudge" command. I enabled it and was shocked to see at least 90% of all my problems GONE. Sure, player models are jerking around a bit but I can live with that - game is fun once again.
Now I always play with autotimenudge enabled because for some reason, even on ping 35-40, game with it set to "0" is unplayable.
Sorry for the off-topic.