Hey everyone,
Sorry for dropping out of the discussion. I tilted hard after another session. Once again, I had games where I was killing everyone on the map, and then suddenly in the next match I couldn’t kill a single person. That inconsistency broke me, and honestly, I don’t want to keep ...
Search found 49 matches
- 24 Jul 2025, 09:01
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
- 09 Jul 2025, 00:19
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Your sudden death often happens when a “magic packet” — let’s call it that — arrives.
That packet contains your death , possibly along with the first and only enemy movement you ever saw.
→ No prior movement
→ No buildup
→ Just: enemy appears + shoots + you die — all in one go
Because earlier ...
That packet contains your death , possibly along with the first and only enemy movement you ever saw.
→ No prior movement
→ No buildup
→ Just: enemy appears + shoots + you die — all in one go
Because earlier ...
- 09 Jul 2025, 00:06
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
...
I'm not attacking you — and I appreciate your insights. Many of your points are valid.
But I think there's more nuance based on what I've personally observed in real matches.
---
Engine-Level Behavior in Siege:
In Rainbow Six Siege, I've noticed a clear pattern:
→ When a packet is ...
- 08 Jul 2025, 10:45
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
---
I'll say it clearly: I **believe** — and my belief aligns with my tests — that what matters most is **what comes in the packet**, and **when**.
I tested this by recording my game and packet flow, then reviewing in slow motion.
Every time I died suddenly, it happened **exactly when a certain ...
I'll say it clearly: I **believe** — and my belief aligns with my tests — that what matters most is **what comes in the packet**, and **when**.
I tested this by recording my game and packet flow, then reviewing in slow motion.
Every time I died suddenly, it happened **exactly when a certain ...
- 08 Jul 2025, 10:17
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
I conducted tests on the same server at the same time on 4g and fiber ppoe connection
I turned on and off the 4g connection and ethernet devices in device manager
on 4g I had ping 20~ms higher than on fiber, 20-100ms jitter, game felt great, people on dm can kill me
360 spin by swiping mouse ...
- 07 Jul 2025, 11:50
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
# CS2 (Cybershoke Duels) - Wireshark UDP Packet Analysis
## Match 1:
Server: Cybershoke Duels
Ping: 50–60ms
UDP filter: udp.port == 27021
Inbound (udp.srcport == 27021):
- Avg: 746.50 bytes
- Min/Max: 60 / 1342
- Distribution:
• 640–1279 B: 57.75%
• 320–639 B: 27.70%
• 1280–2559 B: 6.90%
Both ...
## Match 1:
Server: Cybershoke Duels
Ping: 50–60ms
UDP filter: udp.port == 27021
Inbound (udp.srcport == 27021):
- Avg: 746.50 bytes
- Min/Max: 60 / 1342
- Distribution:
• 640–1279 B: 57.75%
• 320–639 B: 27.70%
• 1280–2559 B: 6.90%
Both ...
- 07 Jul 2025, 11:32
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Here’s a capture from my recent FACEIT CS2 match on de_mirage. Ping during the entire match was between 45–55ms.
The game felt good — I’d even say above average. I was clearly seeing opponents and could take fights confidently. Hit registration felt consistent.
The recording covered the entire ...
The game felt good — I’d even say above average. I was clearly seeing opponents and could take fights confidently. Hit registration felt consistent.
The recording covered the entire ...
- 07 Jul 2025, 07:50
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
...
Let’s clarify a few things.
First, I never claimed I was a game dev — quite the opposite, I said I *wasn’t*. But that doesn’t mean I can’t think critically or observe real behavior over hundreds of hours. And I’m not asserting things blindly — I **referenced known mechanisms** that exist ...
- 07 Jul 2025, 06:12
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
...
Thanks a lot for the detailed response and the distribution stats — very helpful.
I completely agree with your take:
I'm also not swapping my CPU mid-match or switching generators from diesel to gasoline between rounds
If power supply was really a core factor in this kind of issue, the ...
- 07 Jul 2025, 06:07
- Forum: Input Lag / Display Lag / Network Lag
- Topic: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
- Replies: 176
- Views: 122813
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
...
Honestly? I'm too lazy to go line by line, but let's be clear:
Your claim that "servers don't care about the client's connection quality" is **completely false**. That's simply not how modern games work — and it's easily verifiable.
For example, in **Rainbow Six Siege**, the **developers ...
