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Re: animgraph 2 broke the rendering queues on AMD GPUs
Posted: 30 Apr 2026, 00:05
by vnb
cuaderno wrote: ↑29 Apr 2026, 13:44
Hey, I am glad you figured it out!
Maybe leaving the monitor at 500hz and enabling just freesync/gsync (without vsync) would work as well with a 400 fps cap?
No unfortunately, it doesn’t feel as good as for example monitor set to 360Hz + 360 FPS Cap in game with Vsync enables or AMD AntiLAG enabled.
Once again this seems very isolated to CS2 as absolutely none of the issues described in this topic are happening in other games with high FPS potential.
You said you have a 360Hz OLED, right? try capping your FPS to 240 for example and keep the refresh rate at 360Hz the game doesn’t feel right, but if you put the refresh rate at 240Hz it feels better even tho you are at 240 FPS in both case.
Very weird considering in others games this will be no problem at all... Dunno i feel like something in the frame pacing of CS2 is not polished enough yet.
So basically :
1) Monitor Hz + Capped in-game FPS at the same Hz rate = best at condition that you stay under 400 FPS
2) Monitor Hz + Lower in games FPS than the Hz = playable but could be better
3) Uncapped FPS = the worst (Especially over time, the more time you spend in the same serv, the
worse the desync gets)
4) Anything higher than 400 Fps = higher desync with the servers.
Re: animgraph 2 broke the rendering queues on AMD GPUs
Posted: 01 May 2026, 01:32
by vnb
read this :
https://www.reddit.com/r/cs2/comments/1 ... with_each/
Someone just posted on Reddit yesterday where they noticed lots of the same thing i did.
User specifically noted :
1)
"noticeable change since April 21th where Feeling started shifting slightly"
(just like me, i have literally said that 10 times already)
2 )
"Lag compensation desync with AG2's more complex animation states under server load. When server is under heavy load (evenings, full servers), hit registration degrades linearly"
i said that too, the longer you stay inside the same server, the worse it gets.
3) Since the 21th April he noticed :
"subtle rubbery and stiffness sensation when shooting / disconnected feeling when shooting. Kill confirmation delay noticeable" again, although in in my own words, i have described similar issues in my post
They also noted :
" DX11 path modifications in recent hotfixes appear to negatively interact with some GPU architecture"
The only difference between this reddit post and mine is that OP think it has something to do with RTX 5000 series; while in my case i was thinking it has something to do with RX 9000 series; truth is the game is fucking broken for everybody
btw in my case i have noticed 0 differences between dx 11 and vulkan like reddit OP states. the only """"fix"""" for now is capping FPS under 400.
Re: animgraph 2 broke the rendering queues on AMD GPUs
Posted: 01 May 2026, 09:06
by dervu
No one will care until you measure it.
Re: animgraph 2 broke the rendering queues on AMD GPUs
Posted: 01 May 2026, 10:37
by kyube
dervu wrote: ↑01 May 2026, 09:06
No one will care until you measure it.
At this point, I think half of this subforum is 1 guy having 50 alts...

Re: animgraph 2 broke the rendering queues on AMD GPUs
Posted: 01 May 2026, 11:46
by vnb
dervu wrote: ↑01 May 2026, 09:06
No one will care until you measure it.
If you don't care good for you, others will.
Also measure what? Animgraph 2 has about 5-10% higher FPS yet the game feels worse. Then how can i measure Animgraph 1 to compare both ? I can't go back to an older engine?
Re: animgraph 2 broke the rendering queues in CounterStrike 2
Posted: 02 May 2026, 17:05
by gregoriusgreg22
I have RTX 5080 and this animgraph update took any skill from me - I just can't hit shit. It's the worst this game has felt for me in a long time.
Re: animgraph 2 broke the rendering queues in CounterStrike 2
Posted: 19 May 2026, 18:00
by vnb
I am convinced Valve devs are changing / adjusting something behind the scene related to network; they are pushing some adjustments with some updates without mentioning it.
In fact the update May 8th somehow made the game way better and more responsive.
It was good up until the May 19th update idk WTF they did but here we are again : unresponsive strafes and animations not in sync with the actions of the players, etc...
I was literally playing the game without issue. The devs pushed the update; i updated it, Launched the game a few minutes after and it's like not the same game i was playing 5 min before?????
I'm getting tired of being a beta tester for Valve... Literally from May 8th up until this last update (May 19th) game was feeling alright then a random update broke the game again

Re: animgraph 2 broke the rendering queues in CounterStrike 2
Posted: 21 May 2026, 15:54
by vnb
May 21th game update : Game feels exactly like pre-May 19th update.
They most likely reverted whatever settings that made the game feels bad.
Those devs are just testing network related settings (client / server) behind the scenes; i can bet money on that.
Also just to be more complete, i don't think most updates contains network code changes but most do. For example May 15th update didn’t.
Keep in mind; In the long run valve's goal is be to able to run CS2 as close as possible to what CSGO 128 tick felt like; at least this is what most of the community and pro players are begging for since CS2 came out. For that they are consistently tweaking network related settings, for example Animgraph 2 has actually about 55 client commands related to network while Animgraph 1 had about 106+ so they already reduced by half the work servers needs to do to calculate player positions / packets updates. They are continuously tweaking servers / clients buffer queues, trying to find the best "middle ground".
BTW it is well known that valve has access to all players network clients performance logs called "Source2 engine networking summary" and they are continually monitoring them.
Re: animgraph 2 broke the rendering queues in CounterStrike 2
Posted: 05 Jun 2026, 13:43
by vnb
just to keep up with the topic and keep documenting.
May 22th update : didn’t seem to have changed anything (network wise)
May 29th update : PRE-MAJOR update.
There was a clear change with this update compared to May 21th onwards. Seems like they upped the Buffering server wise.
Result? Players movement feels a tiny bit slower than before but ennemies eats bullets like crazy. --
> {
https://www.reddit.com/r/cs2/comments/1 ... g_bullets/}
TTK seems a bit higher with automatic guns.
Even though they didn’t mention it, i am very confident they changed something with the Deagle. Headshot are unusually easier with the Deagle right now. You can even jump / run and shoot with deagle sometimes it stays perfectly precise compared to before (try in DM).
I was even surprised to have hit half a dozens jump shot HS with deagle in a small amount of time. (Think of ultimate clip) ->
https://www.reddit.com/r/cs2/comments/1 ... _headshot/ This happened a few days ago.
most noticeable change to me is Time To Kill (TTK) since the may 29th update, it seems to be higher than before. Has anyone noticed this too?