i tried to replicate that way and it not worked always but most of the time it worked and when it worked and gets triggered.i start feel same improvements again and could tell fast when it happened and i just feel this changes here very quick. You have an idea or can tell me how that magic possible ?īecause im here very very sure that this is not just a placebo or something else like that. If i drop/limit fps on my notebook to 30fps while ingame/in-match and then go back to my other account on desktop pc and just keep play.bad hitreg, bad desync feel and anything bad just disappears and like fixes itself on my desktop pc. With both i join a server and both show a ping of 40-50ms if trust the ingame stats. I am searching for an explaination here about a weird online behavior here.īoth are connected to same router/network per lan. So do you get what i'm saying? There is desync and there is lag, but you're digging the wrong hole, not the right one.ĭude you seem look like one who has much knowledge about latency and lag and compensation. A legit 70 pinger would have never made this shot 1st of all, and 2nd of all wouldn't even hold on a common angle like that on this level of playing with high ping. It also was a very good way of telling if a player has wallhack or aim trigger, and dear lord how many times have I called out a dumbass with 70 ping sitting in that window a hacker, watch back the replay and indeed he was not legit. It was faceit lvl10 servers, and my ping was always around 50-55ms. ![]() Any awper having a ping lower than that i'd die to him, and I wouldn't even bother. I'm telling you this because of 1 thing that I always used to do in Mirage if I had an awp as a terrorist, I'll push up towards mid and crouch shoulder peek window and 9/10 times I would kill their awper if he had anything higher than 45-50ping. So the server will have to readjust its so called buffers everytime a bullet leaves any of the players' weapons, and that is just not how buffers work my man Sorry ! Let me explain: your whole narrative falls on 1 false foundation, which is assuming the game is a 1v1 and the lag compensation is calculated on this regard, you failed to acknowledge ping fluctuations, UDP packet stream consistency, internet congestion, other variable latencies in the server "Other players with different latencies, ping fluctuations, etc etc". I'm sorry but your logic is flawed in so many ways. If you want some kind of "fix" get a higher latency line. I don't even buy AWP in CSGO because 90% of shots are disappearing into the nirvana.Īs soon as you join server and see a player with 60+ms, you know you will have a shit game. In 1.6 i was a god, placed ESL ladder 3 times in a row top 5 out of 20.000, i fucking dominated EU 2v2 AWP ladder, quick scoping longdistance easy. They don't care adding 50ms delay to 12ms players "No human can notice, like you cant see difference between 60 and 100fps". ![]() Its a classic Valve, they don't care about competition, they care about the Billions they make from skins, and to make more billions is to get more customers and you get more by making it easier to play even when you are at a huge disadvantage because of 100ms Ping. For example on "tick 1" you shoot at enemy, the packets of that reach the server after 12ms, packtes get send to opponent at tick 3, but now the server has to buffer your packets for at least 12 Ticks(96ms) so while your Crosshair is dead on, you feel that your bullets go nowhere. On 128Tick server, you get updated every 8ms. You will be amazed to run&gun and giving double HS with m4a1s. Open server browser, find a DM server where you have a 40-50ms Ping ![]() To simulate a coherent gameplay for players with 110ms you have to delay 12ms players. Yet in CSGO on Faceit Russians with 110ms out peeking you with 12ms. You would loose every peek and every fight. The faster your system and ping and the higher your opponents ping the bigger the buffer of your packets.įor the older people who remember in 1.6 everything above 70ms was competitively unplayable. If you have a very low ping, Lag Compensation will just buffer your packets and thus create artificial lag for you. HIGH end OCed System, FTTH 12ms Ping everywhere. Optimizing since years and it doesn't change anything.
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