In this scenario im holding short. I alredy heard steps from short. Thats why i prefire. But i lose this fight somehow. I rewatch the scene and from the server point of view i started shooting way later. I recorded my client too. Then i compared both captures. The enemy position is way farther left than on my capture. On my capture i did a headshot. On the server i missed completely. What can cause this hige difference. This must be like 200ms+ difference between client and server, but the ping was only 40.
CS GO CLient/Server big difference
CS GO CLient/Server big difference
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Re: CS GO CLient/Server big difference
Welcome to the wonderful world of Lagcompensation
Re: CS GO CLient/Server big difference
server demos record at a lower tickrate so aren't reliable
Re: CS GO CLient/Server big difference
You just barely missed the hitbox. The enemy hat/helmet isn't completely inside the hitbox. The desync you see there is normal for online play and that's why backward reconciliation/lag compensation is needed. If there was no lag comp, you would have to lead your shots by how much ping you have when an enemy is moving. I.e., you would have to compensate for the lag yourself instead of the netcode on the server doing it for you.
Re: CS GO CLient/Server big difference
Even lag compensation and low demo tickrate can’t cause like half a second difference between my pov and server pov. Both records are from the first shot.
Re: CS GO CLient/Server big difference
where is the video, the pictures dont say much.
Re: CS GO CLient/Server big difference
I screenshoted my pov and server pov after seeing the muzzle flash from the first bullet to show the difference between what I see and what the server sees. It looks like what I see on my screen is already 300ms in the past.
Re: CS GO CLient/Server big difference
Peeker's advantage both exists and doesn't exist:
If the defender's reaction to the peek is to shoot back, there is no peeker's advantage.
If the defender's reaction to the peek is to move behind cover, then there is peeker's advantage.
You cannot dodge a connected killshot on peeker's client if the latency between the peeker's client and the server is below the defined lag compensation threshold, even if you move out of the way on the server before the peeker's shot get to the server.
You can however shoot back and kill that enemy and avoid being killed even after a connected killshot on an enemy client as long as your shot arrives at the server before the enemy shot.
the end result of this unintuitive behavior is that if you get peeked into and the enemy is a good shot, the only thing you can do is kill them first.
If the defender's reaction to the peek is to shoot back, there is no peeker's advantage.
If the defender's reaction to the peek is to move behind cover, then there is peeker's advantage.
You cannot dodge a connected killshot on peeker's client if the latency between the peeker's client and the server is below the defined lag compensation threshold, even if you move out of the way on the server before the peeker's shot get to the server.
You can however shoot back and kill that enemy and avoid being killed even after a connected killshot on an enemy client as long as your shot arrives at the server before the enemy shot.
the end result of this unintuitive behavior is that if you get peeked into and the enemy is a good shot, the only thing you can do is kill them first.
Last edited by bumbeen on 03 Jul 2023, 14:37, edited 1 time in total.