The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
If UDP packets arrive at the game server with a delay, they are rejected by the server because they are illogical, for example. The player is not shown any errors such as packet loss, etc.
The only question is how much delay the server will react to this (which is what the game developer intended). There won't be much leeway, as it would severely hinder gameplay.
I don't play CS2, but BF2042. When I look at my problems with it and try to solve them logically, I come to the conclusion that my packets aren't being counted correctly either.
- Good hardware
- Good ping (12-15ms)
- Fast connection
Still, shots aren't counted, and I fall over 1 frame.
The only question is how much delay the server will react to this (which is what the game developer intended). There won't be much leeway, as it would severely hinder gameplay.
I don't play CS2, but BF2042. When I look at my problems with it and try to solve them logically, I come to the conclusion that my packets aren't being counted correctly either.
- Good hardware
- Good ping (12-15ms)
- Fast connection
Still, shots aren't counted, and I fall over 1 frame.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
I support @rusihhh's comments and opinions,
because he is really doing research and trying to find out the cause of desync.
Keep up the work bro, I look forward to your findings
because he is really doing research and trying to find out the cause of desync.
Keep up the work bro, I look forward to your findings
I have no input lag, currently mainly researching desync.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Totally agree,MontyTheAverage wrote: ↑08 Jul 2025, 23:25It is like when the problem is mitigated, the anomaly lag breaks it again causing the temporary mitigation to not work anymore until after awhile again. FYI: this behavior has been same across games, PC systems, networks and location and hard to correlate to one cause for the problems. That is why at this point I can not make sense of this anymore. Drives me crazy![]()
I could kill anyone in yesterday's Valorant ranked match,
and then be killed by anyone in today's ranked match, the Desync keeps changing.
I usually have no Desync after reinstalling the system, and then it keeps getting worse within a few days,
until I was killed instantly by anyone, and I angrily reinstalled Win11.
I think it's a problem with the network and the game network code.
I now only hope that Valorant can solve this problem after changing to Unreal Engine V. How to explain my KD changing so drastically?
In the last game I was the god of the game, and in the next game I would be kicked to death by a randomly picked passerby like a stray dog on the roadside.
It was too hard to accept, as if all the efforts were in vain.
I have no input lag, currently mainly researching desync.
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Brutek_Vladimir
- Posts: 21
- Joined: 06 Sep 2018, 11:38
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
@Syykfk
Exactly my gameplays. Its ilogical. nothing changed between matches but they are like day and night some days.
And yes i change some random settings, got one/two good matches and boom back to square one, KDR 1.0 at best killed by guys i normally eat for lunch.
@rusihhh “magic packet” yea back in battlenonsense days we called it "super bullet".
One milisecond you run in gallery, the next you are dead. No time to react.
Without attempting to derail thread or tinfoil cap conspiracy. There is a ton of "players" who actively manipulate their ping, net quality to get upper hand in random game.
And gaming industry is helping them with creating "equal" chances for "poor" Ali/Jose/Jurij/etc with crap internet.
And dude who paid hard cash for quality net connection is suffering.
I really shouldnt be killed regularly by player with 150+ms fluctuated ping when im at stable rock solid 16ms in random game.
But it is what it is and last 8 years been like that.
Exactly my gameplays. Its ilogical. nothing changed between matches but they are like day and night some days.
And yes i change some random settings, got one/two good matches and boom back to square one, KDR 1.0 at best killed by guys i normally eat for lunch.
@rusihhh “magic packet” yea back in battlenonsense days we called it "super bullet".
One milisecond you run in gallery, the next you are dead. No time to react.
Without attempting to derail thread or tinfoil cap conspiracy. There is a ton of "players" who actively manipulate their ping, net quality to get upper hand in random game.
And gaming industry is helping them with creating "equal" chances for "poor" Ali/Jose/Jurij/etc with crap internet.
And dude who paid hard cash for quality net connection is suffering.
I really shouldnt be killed regularly by player with 150+ms fluctuated ping when im at stable rock solid 16ms in random game.
But it is what it is and last 8 years been like that.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Did some of you ever consider that maybe you are just inconsistent? I feel like K/D is no proof of some network or hardware issues
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
True, Kd is not, but just screen picture you see which sometimes differs from match to match for me is enough, like, I'm sure someone who spent at least 5-10k hours in fps games can tell for sure, when his game is dogshit and when it's gorgeous, doesn't matter how many you kill or die. IMO. My own experience.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Inconsistency and perception is 100% a thing. However when I get times I'm having no desync, my KD rises a fair bit in CoD to the point where my squad, who I've played with for years, think I'm cheating. However I just say I'm getting no desync.
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unconnected
- Posts: 44
- Joined: 08 Oct 2023, 19:52
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Interesting pov @rusihhh
This is my input for the research: try deep packet inspection using burp suite and noPE extension
This is my input for the research: try deep packet inspection using burp suite and noPE extension
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
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 investigating anymore.
I’m convinced this is packet-related. I’ve studied packet arrivals deeply, tried to identify fingerprints of those “death moments” — but it’s useless due to encryption and packet variance.
What you see on screen as a “sudden death” or “bad reg” is actually caused by packet order, fragmentation, and how they’re delivered. It’s not a classic network problem. It feels like whoever designed the connection handling system never truly considered real competitive integrity.
Why do I say this? Because input lag or desync happens *exactly* when a packet arrives. The death packet hits — you’re dead. Not because of FPS drops or weak hardware. Your PC renders everything fine — but it renders your death **before** the enemy even moves, because the engine just received a state block saying “you’re already dead.”
Also, your bullets often miss because the enemy is already in a different position — but your client doesn’t reflect that. Why? I don’t know. Whoever designed the packet sync logic should have enforced proper packet chaining: you shouldn’t die until the enemy actually appears on your screen. But here comes interpolation — supposedly showing the enemy smoothly — but in reality, it’s already too late, and you’re just watching a **fake** image.
It’s like those videos some players post where they die multiple times in milliseconds — literally impossible to react to. That’s not skill. That’s not fair. That’s the engine faking "fairness" with visuals you physically can’t respond to.
Anyway, I’m tired. Fully tilted. I’ll just keep playing silently. Sometimes carrying, sometimes getting stomped. That’s it.
P.S. Sorry for my English — I’m using a translator.
P.P.S. Specifically to the guy who posted those death clips — if you had also recorded packets in slow-motion with frame breakdown, you’d literally see that the *trigger* of your death was the arrival of a packet.
So yeah — the packet **contained your death**.
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 investigating anymore.
I’m convinced this is packet-related. I’ve studied packet arrivals deeply, tried to identify fingerprints of those “death moments” — but it’s useless due to encryption and packet variance.
What you see on screen as a “sudden death” or “bad reg” is actually caused by packet order, fragmentation, and how they’re delivered. It’s not a classic network problem. It feels like whoever designed the connection handling system never truly considered real competitive integrity.
Why do I say this? Because input lag or desync happens *exactly* when a packet arrives. The death packet hits — you’re dead. Not because of FPS drops or weak hardware. Your PC renders everything fine — but it renders your death **before** the enemy even moves, because the engine just received a state block saying “you’re already dead.”
Also, your bullets often miss because the enemy is already in a different position — but your client doesn’t reflect that. Why? I don’t know. Whoever designed the packet sync logic should have enforced proper packet chaining: you shouldn’t die until the enemy actually appears on your screen. But here comes interpolation — supposedly showing the enemy smoothly — but in reality, it’s already too late, and you’re just watching a **fake** image.
It’s like those videos some players post where they die multiple times in milliseconds — literally impossible to react to. That’s not skill. That’s not fair. That’s the engine faking "fairness" with visuals you physically can’t respond to.
Anyway, I’m tired. Fully tilted. I’ll just keep playing silently. Sometimes carrying, sometimes getting stomped. That’s it.
P.S. Sorry for my English — I’m using a translator.
P.P.S. Specifically to the guy who posted those death clips — if you had also recorded packets in slow-motion with frame breakdown, you’d literally see that the *trigger* of your death was the arrival of a packet.
So yeah — the packet **contained your death**.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Player "A" with a 200ms ping pressed the right movement button (came out from behind the wall) and saw a sitting player lightning fast, reacted in 120ms and killed him. Player "B" with a 30ms ping saw only his death. How do you propose to solve this? If player "A" is limited in movement by 200ms, he will stop playing this game = stop buying skins. In CS2 at the beginning, they did something similar and few people liked the micro freezes with the screen sticking.
I often do not clearly state my thoughts. google translate is far from perfect. And in addition to the translator, I myself am mistaken. Do not take me seriously.
