Originally posted by: PsharkJF
cl_cmdrate sets the maximum command packets you will send the server, per second. A command packet consists of all the commands the client sends to the server, such as: I've hit +attack, +forward, I'm currently looking at this location, etc. Command packets can have multiple commands in each individual packet. DEFAULT: 30
cl_updaterate sets the maximum update packets the server will send the client, per second. An update packet updates the client about the state of the game world : other players, doors, etc. One update packet contains all the information the client would need to render everything properly. DEFAULT: 20
Servers can cap both of these values. If the server allows you to increase these values, you should, as the game becomes more fine-grained. However, if you do increase these values, you should also change cl_interp to 2/cl_updaterate.
cl_interp sets the amount of time the client-side prediction predicts forward in time. The client, by default, predicts forward two packets in time, in case the server drops the packet, or in case of a lag spike. It's why, when a server crashes, the game continues for a small period, then you get the red "connection problem" box in the upper right. If you leave the cl_interp value at its default, your client will be predicting farther in the future than is necessary, possibly causing hitbox issues.
http://developer.valvesoftware...Multiplayer_Networking