I can agree, when i played faceit now after 3 months, its laggy. I am not sure with my aim, it doesnt shoot crisp. However its not a new thing, but now i play more 128t other platforms and there is noticable difference vs faceit.
Also my main acc is noticably worse (laggier) than others, in DM/MM i patched it by this way, it WORKED
https://steamcommunity.com/app/730/disc ... 277265075/ however i didnt test it yet at faceit. In DM no matter if 64 or 128t it helped a lot.
Now WaSe or half empty epiczone.sk DM (the only state when its fluent + i have 5ms there) >>> MM >> faceit when it comes to aim and movement responsibility. I can no longer come from wase to faceit because the aim is worse at faceit. Faceit seems to suffer from anticheat or something because the server parameters are almost fine, ping too but the game is rubbery and i dont feel comfortable, cant rely on aim and i do stupid mistakes by fear and i lose time before i am "steady and ready to fire" by the sluggish input delay.
Btw - what helped a lot:
1) the steamcommunity advice to delete account folder - it unlagged my main at least at valve/3rd party DM servers, didnt test it more yet
2) the nvidia inspector to optimize drivers, i used the lowest input lag settings and even if most the parameters are no more working as the inspector is obsolete, my game client runs well and at low ping and low sv/var servers the client is incredibly crisp and responsive and heads are easy to do + i can fire instantly when stopping/turning/flicking. Im finally feeling like a person with sub 140ms avg. humanbenchmark reaction time and feeling the edge over opponents when reacting.
What is a verified another main source of input lag:
1) the servers - there is nothing you can do with that, very fishy is that reconnecting sometimes works, or even worse, reconnecting from different account, the game seems to set different parameters even if you have cloned config at all accounts + fixed interp/interp rate. Usually a server with higher ping, ping diff, server variance, server var diff and +-sv var diff = higher input lag but its not fully correlating.
2) the game engine - its a blackbox, i cant say more. But 12ms is exactly the input lag you cant get below this number, this is source 1 dead weight
3) overall ping of all players. If you play with and against low pingers, the game is noticably better than when there is at least one lagger. The game starts protecting them with a buffer (as valve has nearly infinite lagcompensation) and the client is then noticably lagging behind server real time. Unfortunatelly, it seems that even client input lag is affected as the server starts to delay your input to favour high pingers and takes your input late ignoring absolutelly what happened in last about 100ms (you see the enemy about to peek you or turning at you, you A or D to safe to not get headshoted, but you get HS at the old spot like you did nothing, obviously server ignored your movement even if your ping is 10ms and enemy headshots you even if you moved early enough to prevent it).
[Moderator -- removed one sentence that had racist overtones. That doesn't belong here]
Anticheat is suspicious mostly around corners, its not only lagcompensation but it seems that anticheat somehow cripples reaction flicks faster than a value he thinks you cant do, very often it lags my mouse and enemy movement when enemy peeks so i cant flick him before he can react and then he warps over my missed shot leaving me to stay desperate.