This one is more clear:vnb wrote: ↑07 Nov 2025, 21:27i agree with you, one thing for sure is that the wording is very bad, i don't really understand it either. One could agree that "below desired recv margin" could mean that it is below what the server expect to get from your client so faster = theoretically better.SammYrai wrote: ↑07 Nov 2025, 19:22I don't understand that wording, so below desired recv. margin, If 0.1% arrived below desired recv. margin then these packets did arrive late in that context.
In my case 70% - 90% arrive below desired recv margin which means they are late. Simulated ticks (server state) would catch them barley in time as he states (thats why they don't count as missed or out of order).
But that should still be an issue as in the simulated ticks get slammed to my client more often, which means I can be behind 2-5 ticks on the Server = 30-75ms.
I might be up to date but my updatetick gets skipped (so it doesn't count as missed or out of order) and then I have a 30-70ms delay in many occasions which further increases peekers advantage (holders disadvantage) and erratic model movement. So basically Input is still missing but predicted on the server. That's in my opinion the reason why everything feels so desynced.
This value is badly explained there has been a threat on reddit about netcode which I highly recommend
https://www.reddit.com/r/GlobalOffensiv ... 2_vs_csgo/
I will still test the recv. margin telemetrics I am just not done switching CPU and formatting @vnb
imo the correct wording should be "above desired recv margin" not "below" as valve use...
Even tho i hate AI and avoid it as much as possible the explanation of ChatGPT makes more sense than the explanation we got above?
recv chatgpt.PNG
Also the fact that FletcherDunn says it "should not impact gameplay negatively" is just wrong? imho... then why integrate it in the latency breakdown?
I partly agree with him that when sometimes i have 3% or 5% it has almost no impact on my gameplay but when the number is above 20% it is literally unplayable (especially on upstream)
"“Below desired recv margin” = packets arrived late-ish, but still before the hard rendering deadline.
It does not mean “packets came too early.” It means they cut it close. Gameplay wasn’t forced to extrapolate, but your safety buffer was smaller than Valve would like."
So if any network or client hiccup happens, higher percentage player will be more prone to delays than 0% one.
If it's missed deadline you’ll see late/dropped/corrected.
If receive margin meant = late, then what would be the purpose of having another late parameter?

