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[CSGO] DesiredTimescale UserMsg


  
 
 
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hmmmmm
Great Tester of Whatever
Join Date: Mar 2017
Location: ...
Old 10-31-2017 , 07:15   [CSGO] DesiredTimescale UserMsg
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Found this usermsg called DesiredTimescale:
PHP Code:
message CCSUsrMsg_DesiredTimescale {
    
optional float desired_timescale 1;
    
optional float duration_realtime_sec 2;
    
optional int32 interpolator_type 3;
    
optional float start_blend_time 4;

I tested it out with this code:
PHP Code:
Handle msg StartMessageOne"DesiredTimescale"client );
if( 
msg != INVALID_HANDLE )
{
    
PrintToServer"Successfully found DesiredTimescale UserMsg" );
    
    
Protobuf pb UserMessageToProtobufmsg );
    
    
pb.SetFloat"desired_timescale"0.5 );
    
pb.SetFloat"duration_realtime_sec"1.0 );
    
pb.SetInt"interpolator_type"g_InterpType );
    
pb.SetFloat"start_blend_time"0.5 );
    
    
EndMessage()
    
    
PrintToServer"******* Interp. type: %i ********"gI_InterpType );
    
g_InterpType++;

On testing it, it seems to work like host_timescale does, and has the same issues with laggines/stuttering that host_timescale does when set on a single client. I was hoping to see if anyone knew what these settings do, and how they affect the timescale. I'm hoping that interpolator_type (or possibly one of the other settings) might be a fix to the stuttering issue, so that's really the focus of the question, from my testing I haven't found any values that make any significant difference and I don't really understand what they do.

If you want to see the what stuttering issue is here's a video showcasing it (only first ~15s): https://www.youtube.com/watch?v=KS_2TsTenyo

Last edited by hmmmmm; 10-31-2017 at 07:21.
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