net_clientPrediction Adjusts client side prediction so that your client predicts gameworld updates such as player movement. Defaults to 10 milliseconds and it is best to leave this setting alone if you are not experiencing problems.
Increasing this value adds additional client side prediction which may help if you have problems with gameworld updates from the server not being rendered in time. If this is the case try increasing net_clientPrediction to a small positive value of 5,10,15,20, 25 or 30, never higher. See net_clientLagOMeter for an explanation of how to determine if gameworld updates are not being rendered in time.
If you have a stable connection, feel that Quake4 is over compensating and/or your projectile (rockets, bullets etc.) are not hitting despite you feeling they are on target you may wish to decrease net_clientPrediction to 1.
Negative values are not recommended online except in extreme circumstances, for LAN play you may wish to set net_clientPrediction to 0.
0 is the best for me, i tried 1 for a couple days then went back to 0 and it feels alot better.. I think whoever wrote that guide thought 0 wasn't good cause it made ur lagometer look like major packet loss, which it does not.. it's just a bug I think.
If its so then in theory with my shared home-net, if someone is surfing or has somekind of torrent running that's eating some of my upload I should use net_clientUsercmdBackup 5 to get less lags, right?
.. then why on earth is it the otherway around for me?
i.e ppl surfing/torrenting - net_clientUsercmdBackup 5 = unplayable hanging in the air but when I set it to smaller value its playable again.
PS! torrenting means someone is using max 10KBs out of my 64KBs upload bandwith.
PPS! and since my bro got himself a different dsl connection noone is torrenting/donkeying anymore, but still whenever someone opening a some website I instantly hang in the air with net_clientUsercmdBackup 5 ....
usercmdbackup isnt really intended to be varied with your bandwidth at all - either up or down.
If you're suffering from packet loss, then increasing the backup value will improve the situation at the cost of increased bandwidth.
If you're not suffering from packet loss, then increasing it simply wastes more bandwidth on sending things multiple times.
When someone is torrenting, there are two possibilities - one is that they're consuming all your bandwidth (most likely), therefore lowering it is likely to help, because it'll reduce the network load. However, they might cause PL by overloading some router or sth, in which case increasing it would increase the chances that your data will get through.
I remember reading a Q4 newbie guide on this site, saying that the first thing one should do for playing Q4 is setting the value of net_clientprediction to 0. (and the writer emphasized this)
I use -15, it feels nice. Dunno what it does though ;D
Anyone know what minus values actually do... er.. actually what do positive numbers do aswell? Are the numbers in milliseconds? It doesn't make sense... there must be a good description of what this cmd does somewhere :/
minus setting seems to be the opposite of a delay. So if someone is running to the right, you aim behind them to hit them (though by a very small amount)... Its quite cool really because you can get people just as they dissappear around a corner >:)
However its a bit weird when *you're* being attacked, you can be running along happily and then find out you died 15ms ago, lol :D
I find -15 is best for aiming the shotgun, makes it really responsive (probably because I'm not that responsive). I guess you could set up each weapon to have a different net_clientprediction value, not that I can be bothered to do it but the RL seems better with 0. I think I will give -10 a try soon and see what its like.