darkbebe wrote: ↑29 Dec 2025, 05:59
Hi ,
do you know if there is a command to see the rcv margin download graph please? we have the command that shows the upload but not download
i have good upload rcv margin and bad download rcv margin. when my game is good the download below rcv margin is low
i've found out that one of my island's mobile provider connection has good download rcv margin like 8%. but their upload rcv is bad sadly & has lot of jitter and red line. the hit register feels amazing half of the time , a feeling that i rarely get with fiber isps & mobile providers !
i've read a guy somewhere who was able to change his upload rcv by restarting the game few times & then have a nice smooth game.
if i can see download rcv graph maybe i could do the same for my fiber connection
Have a good day
I said it before and i will say it again. the number "x% below desired recv margin" is not the issue, it has already been confirmed by a Valve engineer that it doesn’t affect the gameplay at least for the downstream. Here is why :
By default the CS2 engine expects a downstream recv margin of 5ms and an upstream recv margin of 5ms
Look at the build info, bottom left corner.
AA-zz-BB-xx-xx
AA = upstream recv margin / BB = downstream recv margin / the number in between them 'zz' is your ping.
I believe there is an issue currently with the game engine; specially with the upstream value (AA) because anything under 07 would basically make the engine to "slow you down" -- meaning your movement / bullets.
In other words even though the CS2 engine expect a 5ms up and a 5ms down recv value; it is not capable YET of processing anything under 07ms (AA) -- from client to server.
How do i know? lately, I have extensively tested that on a local LAN with fiber and 1ms ping + multiple PCs.
When you get slowed down (having 06 or 05) you start to have yellow lines in the margin graph like i posted in my first comment
AA number being 07 up to 15 : Green margin graph, no yellow lines
AA number being 06 : yellow lines starts showing up in the margin graph
AA number being 05 : yellow lines are like 40% of the margin graph
(the lower the AA numbers, the faster your PC and internet connection are sending update tick positions to the server)
yellow lines means roughly that the client (your pc) is running "faster" than the server so in order to be in-sync the server has to slow you down -- the impact you feel? Your shots take longer to hit, enemy movements are erratic, your strafes are delayed.
With the animgraph 2 update that is around the corner this will be fixed (HOPEFULLY); i have read that animgraph 1 (right now) is sending too much data to servers, meaning that the servers have a harder time calculating all the players positions at each subtick so this is why the servers cannot process under 07ms upstream margin for the time being.
While with animgraph 2 there will be massive reductions in data being sent from clients to server; so the servers will have more headroom for processing, so they will probably be able to go down to the original value set of 05ms upstream margin meaning the yellow lines in margin graph would hopefully disappear ( and all it's bad symptoms too).
Time will tell us, one thing for sure is that the game engine is not in it's best state currently. Main issues is that the network side is using too much data; and servers can’t process 128 ticks equivalent because you need a fuck ton of processing power and it is not profitable enough to pay for more powerful servers; don't forget Face IT and VALVE are businesses and they are putting their profits before anything else...