So if you were a developer and wanted to fix it or minimize it as much as possible, how would you go about doing it? Give players a setting or a slider to adjust the algo manually? Implement real-time monitoring and diagnostics to identify and recorrect instances where lag compensation is not performing as expected? This seems something necessary to ensure the fairness of online tournaments and has been greatly overlooked.Chief Blur Buster wrote: ↑04 Sep 2023, 20:19Keep in mind that the lag compensation algorithms vary a lot depending on all the below:
- Your own lag to server.
- Player 2 lag to server.
- Player 3 lag to server.
- Player 4 lag to server.
[etc,etc]
Your sweet spot will depend on the lag of other people, as the lag compensation algos tries to (often imperfectly) tries to tilt the playing field based on all the known lags etc.
So (XX ms) will work for you in one specific game, in one specific part of the world, on one specific server, in one specific time of day.
So whether it works -- can sometimes be crapshoot. It's a ferocious black box in many ways.
Changes in OTHER players' lags will affect the benefit/handicap of lag compensation algorithm for you.
So there are no reliable always-works rules, but you can come up with generalities like the 40ms ballpark rule, etc, and try to optimize (e.g. use multiple different gaming VPNs etc). However it is not a guarantee, and that number shifts wildly depending on other peoples' lag and on the specific game server, specific location, specific time of day (Internet performance).
Hundreds of variables creating dominoe effects! It's almost a House of Cards.
At its current state, this greatly amplifies issues like peekers advantage, no reg, input lag, desync. Manipulating with latency is the only thing that has consistent results in fixing these issues for me, as nothing else has worked this well throughout the years. Sometimes also changing network buffering setting has also worked as it increases the overall latency.
Hmm, i've had plenty of games where this seemingly doesn't work. How many matches did you try this method on of incrementally increasing latency each round? What were the latencies of other players in the lobby? If all the other players had pings under 40ms, then the algo would more likely have chosen the sweet spot to be under 40ms which can screw with this test. I'm not saying it's the holy grail of a solution, but i've found my consistency has increased a lot more with a ping over 40ms. But this was in Valorant not csgo. I haven't done any testing on csgo.cursed-gamer wrote: ↑04 Sep 2023, 18:46Already tried it with clumsy for 40-50-60-70 ping and makes absolutely zero difference in terms of hitreg/desync. Wherever I bring my PC it works like utter shit, which means heavy movement, delayed clicks combined with enormous desync. Gaming RIP.13n47 wrote: ↑04 Sep 2023, 15:42You're correct, it is the lag compensation. Same thing happens in Valorant, but it's even weirder. I used to have 43ms to London and was having a blast most of the time while playing, then the routing changed and I had 37ms ping. With that ping, my KDA tanked and I felt like I had no time to react to enemy movement at all. Increasing my latency with a tool back to 43ms ping and voila, most of the games feel much better and it doesn't feel that off anymore, KDA instantly improved. There's something going on, that around 40ms-60ms ping feels much more consistent(although not always) than 15ms-40ms ping. But holy, just 6ms difference in ping can cause such a vastly different experience.Raphaeangelo wrote: ↑04 Sep 2023, 15:24Ok so after my last comment I got to thinking. It has to be network related. Since I can’t change my ISP and there is nothing I can do about server performance I was thinking maybe lag compensation is the reason for inconsistencies. I normally have a ping of less than 20ms. I have what’s called peakers advantage. People with more than 80ms have hiders advantage. I wanted to play a game right in the middle at 50ms. I selected a server that wasn’t the closest but also not the farthest. My ping was right around 40-50ms and the game felt great! I wasn’t dropping 20 bombs but I felt like all my damage was registering and people would die with the right amount of bullets. It felt fair. When I would get killed it was because I was out gunned or out positioned. I wasn’t getting shot 3 times and dying while landing two whole magazines (like I used to on 20ms ping). I know everyone says “I found the issue” then a few days later say “it’s back” but lag compensation is a factor I’ve never tested before. I’ll keep playing like this and report back in a few weeks.
I found this compilation of pro streamers. It’s interesting that they all have a ping of 40-50ms.
https://youtu.be/USaEdXSui7A?si=Fn39b9n5THpYKIlu
Curious if anyone can confirm that 40-50ms feels the best.
There's something going on with the lag compensation algos. There seems to be a sweet spot in latency, more often than not it happens to be in that 40-60ms range. Other players, get cucked, unlucky for you. It's rare for the sweet spot to be for low ping players and even rarer for really high ping players but I've experienced it on all sides.
What really confuses me how has this lag compensation problem issue spread like wildfire to different games. From player feedback i'm certain this issue extends to cs:go, but also seen similar complaints on fifa, halo and rocket league forums. wtf?
But in last month there was only one time, somewhere around 3 AM when everything was just surprisingly perfect. That time I was 1 second ahead of everybody but not sure what changed.