cl_interp_ratio N
This corresponds to the snapshot stuff I was talking about earlier, the default setting of this command is 2. For EcG Servers the best setting is 1, and change it back to 2 if you have issues.
The game calculates your client-side linear interpolation (LERP) based on the following formula: Interp_Ratio/Update_Rate. If your cl_interp value is greater than this value, it will be used instead. It uses the actual values, taking into account limits the server puts on you client, not necessarily exactly based on your cl_updaterate and cl_interp_ratio. For example, if your update rate is 64, and your interp. ratio is 1, your LERP will be 1/64, or 0.015625 seconds (15.625ms). By default, a Counter-Strike: Global Offensive client runs at an update rate of 64 snapshots per second. It also has a default cl_interp of 0.03125 (31.25ms). Since 64 snapshots per second means there is a snapshot sent to your client every 15.625ms in this case, a LERP of 31.25ms means that in addition to the current snapshot, there are always 2 extra snapshots your client keeps around to interpolate between in case it loses one. For someone with a bad connection (one that has packet loss between the client and the server, shown as "loss" in net_graph 3), this is a pretty safe setting. If you lose a packet, it won't be too big of a deal, because your client can interpolate between the other 2 snapshots in order to show you something reasonable on your screen. This default setting corresponds to a cl_interp_ratio of 2.
Since most people don't have loss, most people will have the best experience with cl_interp_ratio 1. This means you only have 1 snapshot to work with in the case 1 is lost. Since 2 snapshots are required to interpolate between in cases, this means that your client will have no interpolation delay at the expense of not being resilient in the case your connection does actually get loss.
In short, set cl_interp_ratio to 1 if you don't have loss. Set it to 2 if you do have loss.