Need CS2 demos of desync/enemies moving too fast, etc.

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gregoriusgreg22
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Need CS2 demos of desync/enemies moving too fast, etc.

Post by gregoriusgreg22 » 16 Nov 2024, 13:38

Hi.

To CS2 players with great network conditions who have demos showing desync, enemies moving erratically/too fast, etc - would you be able to provide these to Fletcher Dunn - Valve's network engineer? Link below.

I've stumbled across a Reddit post from a few days ago coming from guy who has near perfect network conditions and complains about desync/fast enemy movement (he gave a few video examples of enemies moving weird in the comments). His post was met with a response from Fletcher who said the following:

"Players should not be sliding around or moving erratically on your screen, in general, even if the other player has a high ping or packet loss. If a player has packet loss, etc, the problems should manifest on their side, but they should not be sliding around or warping on your screen. Unlike peeker's advantage, this is definitely something that should not happen, and should have a clear cause that we can fix.

If you have a more clear video of players moving or sliding in an unusual way, at a time when your network and computer are working smoothly, we can try to understand it, especially if we have the demo file. If you create a video, please feel free trim it just a bit longer so that there is more context
."

Since there is some attention from Valve, maybe this could lead to something...

Link to the thread: https://www.reddit.com/r/GlobalOffensiv ... ring_peak/
Valve dev comment: https://www.reddit.com/r/GlobalOffensiv ... t/lwy836e/

cursed-gamer
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Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by cursed-gamer » 16 Nov 2024, 21:03

Yeah good idea, let's attract more EMI schizos to actual Valve developer. That's gonna help for sure.

ahead
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Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by ahead » 17 Nov 2024, 02:06

The fundamental problem is that you and the low-IQ Valve developers think a demo can show desync. The only thing that can truly show desync is a video recording of your screen while you're playing, combined with a visible indicator of your Mouse1 button press. For instance, you could connect a diode to the back of the screen that lights up when you press Mouse1. Only this setup can provide solid proof that the Source Engine (Valve's source code engine) was created by incompetents.

XEM
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Joined: 05 Sep 2024, 20:24

Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by XEM » 17 Nov 2024, 03:38

Ask them to undo this lag compensation patch:
https://liquipedia.net/counterstrike/2024-06-11_Patch

ApexLeg
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Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by ApexLeg » 17 Nov 2024, 05:55

ahead wrote:
17 Nov 2024, 02:06
The fundamental problem is that you and the low-IQ Valve developers think a demo can show desync.
It's interesting and frustrating to see that the Devs comment in that Reddit thread is saying it's just 'peekers advantage" and how it happens and why, without realising just how bad desync can get when there's a .5 second delay to what you see on your screen.

Peekers advantage is a thing but desync/lag compensation is something completely different.

gregoriusgreg22
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Joined: 18 Oct 2022, 15:20

Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by gregoriusgreg22 » 17 Nov 2024, 06:26

ahead wrote:
17 Nov 2024, 02:06
The fundamental problem is that you and the low-IQ Valve developers think a demo can show desync.
Well, obviously it's difficult to capture the feeling of being behind the server events because people will just dismiss it by saying "skill issue", but won't a demo from your POV at least show the fast, erratic movement of enemies - something that according to the dev should not be happening with good network conditions?

cursed-gamer
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Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by cursed-gamer » 17 Nov 2024, 10:31

ahead wrote:
17 Nov 2024, 02:06
The fundamental problem is that you and the low-IQ Valve developers think a demo can show desync. The only thing that can truly show desync is a video recording of your screen while you're playing, combined with a visible indicator of your Mouse1 button press. For instance, you could connect a diode to the back of the screen that lights up when you press Mouse1. Only this setup can provide solid proof that the Source Engine (Valve's source code engine) was created by incompetents.
100% true. You can't record how the game feels like and it's a shame that even Valve developer can't understand such basics.

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Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by Chief Blur Buster » 17 Nov 2024, 17:50

cursed-gamer wrote:
16 Nov 2024, 21:03
Yeah good idea, let's attract more EMI schizos to actual Valve developer. That's gonna help for sure.
This isn't an EMI thread, there's a genuine problem with the patch in some use cases.

Levelling the latency playing field is a very tough science, often done with good intentions, but often causes major problems in esports.

Sometimes it's better to just player-match the similar networks instead (similar latencies & jitters in all players in a match) of a latency zoo of all latencies in the same game (not fun).

At 60Hz, 5ms lag differences aren't feelable, but at 480fps 480Hz, 5ms lag differences are definitely feelable in some certain cases.

Also, one model of a 480Hz display (the ASUS OLED with the buggy firmware) has a known latency variance bug that is still awaiting a fix, so sometimes there's fog in the QA (Especially if a QA team has defective-lag displays).
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cursed-gamer
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Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by cursed-gamer » 17 Nov 2024, 18:29

Chief Blur Buster wrote:
17 Nov 2024, 17:50
cursed-gamer wrote:
16 Nov 2024, 21:03
Yeah good idea, let's attract more EMI schizos to actual Valve developer. That's gonna help for sure.
This isn't an EMI thread, there's a genuine problem with the patch in some use cases.

Levelling the latency playing field is a very tough science, often done with good intentions, but often causes major problems in esports.

Sometimes it's better to just player-match the similar networks instead (similar latencies & jitters in all players in a match) of a latency zoo of all latencies in the same game (not fun).

At 60Hz, 5ms lag differences aren't feelable, but at 480fps 480Hz, 5ms lag differences are definitely feelable in some certain cases.

Also, one model of a 480Hz display (the ASUS OLED with the buggy firmware) has a known latency variance bug that is still awaiting a fix, so sometimes there's fog in the QA (Especially if a QA team has defective-lag displays).
What I wanted to say was that some users here still can't accept one of your posts which exhausted a subject. EMI/input lag relation has not been scientifically proven in games yet and I hardly believe there is no a single gamer without spectrum analyzer and oscilloscope.

I've seen CS:GO working flawlessly at 120 fps and 60 hz on cheap gaming laptop so I don't really care if I play at 480hz, 240hz or 144 hz monitor because regardless of what hardware I play on I always feel I still feel like I'm barely using half of its potential. It's stuttery, choppy, inputs are delayed, games feel "slow". Kinda like there is some cryptojacking malware for example that sucks out power out of my PC components. I start to believe that it must be something bigger.

widow13
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Re: Need CS2 demos of desync/enemies moving too fast, etc.

Post by widow13 » 18 Nov 2024, 17:41

Chief Blur Buster wrote:
17 Nov 2024, 17:50
cursed-gamer wrote:
16 Nov 2024, 21:03
Yeah good idea, let's attract more EMI schizos to actual Valve developer. That's gonna help for sure.
Sometimes it's better to just player-match the similar networks instead (similar latencies & jitters in all players in a match) of a latency zoo of all latencies in the same game (not fun).
This is literally a big issue with many games right now. Lag comp.
Honestly not much you can do about it.

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