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Just a quick video to show the effects of a certain abnormal network setting on hitreg The so-called "0 lerp" setting is accomplished by setting cl_interp to 0, so it doesn't override cl_interp_ratio, and setting cl_updaterate to an abnormally large value so that cl_interp_ratio divided by cl_updaterate results in a very tiny number. Example cvar values: cl_interp 0 cl_interp_ratio 1 cl_updaterate 1000000 This setting is no longer possible since the August 21 2020 Patch unless the server has set sv_maxupdaterate to a higher value. For this video, I'm using an older version of TF2 from before the patch. https://teamfortress.com/post.php?id=... " * Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable" From this video, it is observed that clicking on someone's head with a normal net setting correctly counts as a headshot. With the abnormal net setting however, clicking on the head doesn't register as a hit but clicking behind the head does. This setting apparently causes the server's lag compensation system to backtrack by an incorrect amount of time. I checked this out because I remembered a sniper main stating that you need to aim behind someone's head to land a headshot. This was a strange statement to me since I've never really experienced needing to aim like that to land headshots, and I was not landing any headshots at all when I did try the advice. It turned out to be a difference in our network settings, since he was using the "0 lerp" setting while I was using normal net settings. The setting was typically used by people playing on jump maps, where you wouldn't really be attacking other players with hitscan weapons. So it was weird to find out that there are some people that do use it with hitscan classes on pub servers. 0:00 cl_updaterate 66 (normal) 0:42 cl_updaterate 1000000 (wacky)