Prob: Client timing problemsSymptoms:Stuttering sprites, models, campaths, (reload) sound quirks and other bugs that make it obvious that the client time jumps between frames (delta time gets negative).
Cause:This is due to interpolation / timing correction code kicking in.
Most of the time it happens because users use ex_interp values to low for HTLV demos.
Although H-L is in viewdemo mode demo events are used for resyncing the client time after the cl_clockreset seconds of clienttime have passed. The problem is obvious with hltv demos where the events seem to be usually off around 100 ms.
Workaround:Try this first:Make sure you are viewing your demo with an appropiate ex_interp value that is not too low in order to avoid interpolation errors.
This means not lower than what the demo was recorded at (1/cl_updaterate).
This means for most in-eye demos ex_interp 0.02 or higher is fine, while you will have to use 0.05 or higher for most HLTV demos.
If nothing works:You can force the resync to happen less often during demo playback:
Code:
cl_fixtimerate 0
cl_clockreset 100000
This will limit clock resyncing with the demo to every 100000 seconds.
However this may have unwanted side effects and this values are absolutely unsuitable for online play, so better use/restore the game's default values whenever possible:
Code:
cl_fixtimerate 7.5
cl_clockreset 0.1