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
1000WATT, you're seriously exhausting this.
You keep nitpicking every word and missing the actual point. I've already explained it multiple times —
we don’t need made-up scenarios where 100 players are AFK or imaginary edge cases from Reddit.
Now you're bringing up voice chat with “5 players talking” — okay, that's more realistic,
but in Rainbow Six Siege, **voice chat packets are routed separately**, even to different servers.
They are not part of the main gameplay packet stream.
Second — and please, finally understand this:
We are analyzing the AVERAGE PACKET SIZE RANGE. The RANGE.
Example:
One player constantly receives packets in the range of 100–200 bytes.
Another receives 500–800 bytes.
No matter how hard you try to “create action” in-game — you won’t shift into that second range if the game doesn’t decide to send you that level of detail.
It's not about momentary spikes — it’s about the baseline packet behavior per player.
Even in your "100 players in voice chat" scenario — sure, traffic increases,
but then all players would proportionally receive bigger packets.
So one player might shift from 300–400 bytes, another from 700–900.
It’s consistent. That’s the whole point.
And again, and again, and again —
You keep replying with hypotheticals, instead of addressing the actual data and observations.
No critical thinking, just endless “what ifs” that were already addressed multiple times.
As for your previous message about routing and BGP just being “a protocol” —
If it were that simple, every network engineer would stop at CCNA.
There’s a whole world of complexity behind peering, IXPs, upstream providers, and internal policies.
Please stop oversimplifying this.
Also — based on your messages, I'm genuinely curious: what’s your background?
Are you a programmer? Competitive coder? Network engineer? Security? General IT?
Anyway — we’ve heard your perspective.
Now, please return to your quest for the golden electric outlet,
the ultimate Windows tweaks pack from that one dev build,
the perfect driver set, and the most synergistic component combo.
You keep nitpicking every word and missing the actual point. I've already explained it multiple times —
we don’t need made-up scenarios where 100 players are AFK or imaginary edge cases from Reddit.
Now you're bringing up voice chat with “5 players talking” — okay, that's more realistic,
but in Rainbow Six Siege, **voice chat packets are routed separately**, even to different servers.
They are not part of the main gameplay packet stream.
Second — and please, finally understand this:
We are analyzing the AVERAGE PACKET SIZE RANGE. The RANGE.
Example:
One player constantly receives packets in the range of 100–200 bytes.
Another receives 500–800 bytes.
No matter how hard you try to “create action” in-game — you won’t shift into that second range if the game doesn’t decide to send you that level of detail.
It's not about momentary spikes — it’s about the baseline packet behavior per player.
Even in your "100 players in voice chat" scenario — sure, traffic increases,
but then all players would proportionally receive bigger packets.
So one player might shift from 300–400 bytes, another from 700–900.
It’s consistent. That’s the whole point.
And again, and again, and again —
You keep replying with hypotheticals, instead of addressing the actual data and observations.
No critical thinking, just endless “what ifs” that were already addressed multiple times.
As for your previous message about routing and BGP just being “a protocol” —
If it were that simple, every network engineer would stop at CCNA.
There’s a whole world of complexity behind peering, IXPs, upstream providers, and internal policies.
Please stop oversimplifying this.
Also — based on your messages, I'm genuinely curious: what’s your background?
Are you a programmer? Competitive coder? Network engineer? Security? General IT?
Anyway — we’ve heard your perspective.
Now, please return to your quest for the golden electric outlet,
the ultimate Windows tweaks pack from that one dev build,
the perfect driver set, and the most synergistic component combo.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
So once again — let me explain this simply,
so anyone can understand it without needing to know networking or technical terms.
Imagine the game sends you updates about what your opponent is doing in little boxes:
T1, T2, T3... each box should contain everything that happened in that moment.
Normally, to stay in sync, you should get the full T1 box right when T1 happens —
all the actions: peek, shoot, crouch, whatever.
But for some reason, you only get half of T1’s actions in the T1 box.
The rest comes later, in the T2 box.
So now you're reacting late — you're still processing T1,
but the game has already moved to T2 and T3.
Your opponent is playing in real-time — doing T2 and T3 actions.
But for you, those arrive as T3 and T4.
You're always one step behind.
And this delay builds up — so while you feel like you’re playing fine,
you’re seeing the past — not what’s really happening now.
In reality, the gap can be even much larger,
because there are way more ticks and way more data being exchanged. But that’s not the point.
To simplify:
You're seeing T1 by fax, while your opponent is already doing T4.
So if they kill you during their T4, it just shows up as “you died” on your screen —
you had no real window to react.
You might say, “but I was able to shoot back” —
not really. What you're seeing is like DLSS for gameplay:
the game fills in the blanks with fake, smoothed-over actions,
just to make it feel fluid — but that flow is based on guesses, not truth.
Also — the game usually shows you your latency or ping
based on the time difference between receiving T1 and T2 boxes.
But it doesn't account for the fact that your T2 might still contain leftover data from T1.
So the ping number looks "fine", but it’s misleading — it doesn’t reflect the desync of content.
Anyway — that’s my theory.
Thanks everyone, and goodbye.
And just to be clear:
I'm not talking about out-of-order packets, not about jitter, not about ping, and not about packet loss.
so anyone can understand it without needing to know networking or technical terms.
Imagine the game sends you updates about what your opponent is doing in little boxes:
T1, T2, T3... each box should contain everything that happened in that moment.
Normally, to stay in sync, you should get the full T1 box right when T1 happens —
all the actions: peek, shoot, crouch, whatever.
But for some reason, you only get half of T1’s actions in the T1 box.
The rest comes later, in the T2 box.
So now you're reacting late — you're still processing T1,
but the game has already moved to T2 and T3.
Your opponent is playing in real-time — doing T2 and T3 actions.
But for you, those arrive as T3 and T4.
You're always one step behind.
And this delay builds up — so while you feel like you’re playing fine,
you’re seeing the past — not what’s really happening now.
In reality, the gap can be even much larger,
because there are way more ticks and way more data being exchanged. But that’s not the point.
To simplify:
You're seeing T1 by fax, while your opponent is already doing T4.
So if they kill you during their T4, it just shows up as “you died” on your screen —
you had no real window to react.
You might say, “but I was able to shoot back” —
not really. What you're seeing is like DLSS for gameplay:
the game fills in the blanks with fake, smoothed-over actions,
just to make it feel fluid — but that flow is based on guesses, not truth.
Also — the game usually shows you your latency or ping
based on the time difference between receiving T1 and T2 boxes.
But it doesn't account for the fact that your T2 might still contain leftover data from T1.
So the ping number looks "fine", but it’s misleading — it doesn’t reflect the desync of content.
Anyway — that’s my theory.
Thanks everyone, and goodbye.
And just to be clear:
I'm not talking about out-of-order packets, not about jitter, not about ping, and not about packet loss.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
In this statement, the term BGP can be replaced with any network-related term.rusihhh wrote: As for your previous message about routing and BGP just being “a protocol” —
If it were that simple, every network engineer would stop at CCNA.
In this statement, the first line of your text is not related to the second line. You can replace the first line with any other line.
Example.
I know how to dust the server room. And this is just a cleaning protocol.
If it were that simple, every network engineer would stop at CCNA.
Please optimize your code.
Obviously we won't come to a consensus on the main topic.
I don't understand your motive for trying to get personal.rusihhh wrote: Also — based on your messages, I'm genuinely curious: what’s your background?
Are you a programmer? Competitive coder? Network engineer? Security? General IT?
Anyway — we’ve heard your perspective.
Now, please return to your quest for the golden electric outlet,
the ultimate Windows tweaks pack from that one dev build,
the perfect driver set, and the most synergistic component combo.
Maybe later if you stick around on this forum under this nickname, I'll be happy to switch to personalized, optimized messages for you personally. If it makes you feel better, I work as a shit cleaner at a zoo and clean up after an elephant.
The content of all my 500+ messages clearly points to a search for the "golden electric outlet".
I came here from an audiophile forum, and like all of them, I can hear differences in the flat frequency response of different amplifiers. I can easily distinguish class AA from class D. And the more expensive and thicker the power cord, the more detailed the sound becomes, and you can feel the involvement. Only Japanese capacitors. Only toroidal transformer. Equalizer is for suckers. True, like all audiophiles, I can't pass a blind test. But tests are also for suckers, just like an equalizer. The main thing is to feel!
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.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Idk why one tries to convince other. If one has no issues offline and it's all good then why try to convince them it's EMI related?
One issue doesn't exclude other. If one is present, doesn't mean other can't be too or not.
One issue doesn't exclude other. If one is present, doesn't mean other can't be too or not.
Ryzen 7950X3D / MSI GeForce RTX 4090 Gaming X Trio / ASUS TUF GAMING X670E-PLUS / 2x16GB DDR5@6000 G.Skill Trident Z5 RGB / Dell Alienware AW3225QF / Logitech G PRO X SUPERLIGHT / SkyPAD Glass 3.0 / Wooting 60HE / DT 700 PRO X || EMI Input lag issue survivor (source removed)
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
As an outside observer I feel like someone is being targeted by power hifi enthusiasts because some people think that this problem is caused by the network.

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Dude, at this point I’m genuinely cringing and laughing —1000WATT wrote: ↑05 Jul 2025, 07:15...
I came here from an audiophile forum, and like all of them, I can hear differences in the flat frequency response of different amplifiers. I can easily distinguish class AA from class D. And the more expensive and thicker the power cord, the more detailed the sound becomes, and you can feel the involvement. Only Japanese capacitors. Only toroidal transformer. Equalizer is for suckers. True, like all audiophiles, I can't pass a blind test. But tests are also for suckers, just like an equalizer. The main thing is to feel!
you’re blatantly cherry-picking random lines out of context and responding to them in isolation.
Out of a message with 100+ lines of actual reasoning, you grab 1 sentence and run with it.
You’ve done this like 20 times now. It’s beyond childish.
I keep explaining the theory — clearly and thoroughly —
and all you do is reply to fluff lines or tone instead of substance.
You contribute almost zero technical payload to the conversation.
Enough already.
As for “getting personal” —
you literally wrote about another forum member’s skill issue just a few posts ago.
That’s not personal?
Honestly, I’d recommend that the admins remove you from this thread entirely.
This has become pure demagoguery.
You’re not discussing the actual topic —
you’re slicing out whatever sentence triggers you and crafting a punchline.
And now again —
out of everything in the last message, you skipped the entire explanation
and latched onto a couple of lines directed at you personally.
That’s not how competent discussion works, sir.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
You're absolutely right — one issue doesn’t exclude another.
It’s entirely possible that real hardware or system-level problems can cause issues.
But in this particular thread, I’m specifically trying to focus the discussion on the netcode theory.
What’s strange is how some users here seem completely unwilling to even consider that the game’s internal networking might play a role —
and instead keep trying to shift the blame back to hardware, drivers, or PSU cables — directly in this topic.
I personally believe more in netcode being the core issue —
because the only thing that actually changes from one lobby to another is the server and the network path.
Nothing else.
Of course, I don’t deny that someone out there might have faulty RAM, overheating, or other PC-related issues.
But let’s be real — “your PC is broken” is the most basic, default explanation.
And if that were my case — I wouldn’t see some games and matches running flawlessly and others being unplayable back-to-back.
That’s probably my fault, though — I didn’t make it clear enough in my first post:
my system is powerful, stable, no overheating, no defects.
I experience great matches — smooth, perfect — and then terrible ones where nothing makes sense.
Same PC. Same drivers. Nothing changes on my end.
The only variable is the connection to the server.
So apologies if I seem overly focused on the connection side of things —
it's just part of the job. I work in networking.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
Let’s be serious for a second.
Why exactly do you think there can’t be hidden issues with the network?
Because you ran a speedtest and it showed good numbers? That proves nothing.
A good speedtest doesn't mean good connection quality for games. Very, very different layers.
You have a stable ping?
Again — that only shows delay, not packet structure, integrity, timing, jitter, or prioritization.
A constant ping doesn't mean your packets are complete, timely, or even meaningful.
And once again —
instead of offering a single technical counterargument,
you mock the idea and throw emojis.
Zero arguments. Zero analysis. Zero counterpoints.
Just "lol do you really believe in network problems?"
Yes — I do.
Now explain why I shouldn't. Show evidence, theory, protocol behavior — anything.
Otherwise, you’re just another "golden outlet + magic driver pack" believer
posing as a skeptic while hand-waving real technical exploration.
And respectfully, based on your comment,
I have very strong doubts about your actual experience or competence.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
If you smile and other forum participants smile, my goal has been achieved.rusihhh wrote: Dude, at this point I’m genuinely cringing and laughing —
you’re blatantly cherry-picking random lines out of context and responding to them in isolation.
Yes, over the long years of communicating with the user "themagic", we have the warmest relationship possible, we understand each other with half a word. And I will gladly drink beer with him and we will laugh at something together. But what does this have to do with you? You registered an account relatively recently, the forum administration insists on being patient and respectful to newcomers. I try not to insult you and try not to get personal. I will reread my messages in this thread, maybe I did not cope. And the hand of justice will catch up with me, the Hand of the creator, the Hand or the footrusihhh wrote: As for “getting personal” —
you literally wrote about another forum member’s skill issue just a few posts ago.
That’s not personal?
I am not a wolf in sheep's clothing. I am just a wolf and I am not going to hide behind good intentions, or whitewash myself either.
But nothing will stop me and if I want to laugh at the administration, I will laugh at it and with it. And this has happened more than once.
G-SYNC 101 Cool research by jorimt. It inspired many to use his 1000 fps camera method to delay analysis. https://blurbusters.com/gsync/gsync101- ... ettings/3/
He gave free publicity to nvidia g-sync for years to come.
Nothing will stop me from writing to him.
jorimt wrote:
Hi, have you already received a package from the NVIDIA office containing a brand new "NVIDIA LDAT"
As a token of gratitude for your interest in their developments and free advertising of their products, with the aim of simplifying delay analysis?
But that doesn't mean I don't respect his work. I felt on my own skin how much effort and time this method takes. It's local humor, understandable to a narrow circle of people.
We're not just friends, we're practically soulmates. But what does that have to do with you?themagic wrote: i just hope that you dont gonna have kids in near future who gonna play some online games...![]()
Yes, out of 117 messages, less than 10 have statistics data. Nobody tests anything because they are lazy.rusihhh wrote: Honestly, I’d recommend that the admins remove you from this thread entirely.
This has become pure demagoguery.
You’re not discussing the actual topic —
you’re slicing out whatever sentence triggers you and crafting a punchline.
And now again —
out of everything in the last message, you skipped the entire explanation
and latched onto a couple of lines directed at you personally.
That’s not how competent discussion works, sir.
Do you think that by removing me from the discussion everything will get better and the topic will take on a different look?
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.
Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond
still spamming , cringe1000WATT wrote: ↑05 Jul 2025, 11:56If you smile and other forum participants smile, my goal has been achieved.rusihhh wrote: Dude, at this point I’m genuinely cringing and laughing —
you’re blatantly cherry-picking random lines out of context and responding to them in isolation.Yes, over the long years of communicating with the user "themagic", we have the warmest relationship possible, we understand each other with half a word. And I will gladly drink beer with him and we will laugh at something together. But what does this have to do with you? You registered an account relatively recently, the forum administration insists on being patient and respectful to newcomers. I try not to insult you and try not to get personal. I will reread my messages in this thread, maybe I did not cope. And the hand of justice will catch up with me, the Hand of the creator, the Hand or the footrusihhh wrote: As for “getting personal” —
you literally wrote about another forum member’s skill issue just a few posts ago.
That’s not personal?)
I am not a wolf in sheep's clothing. I am just a wolf and I am not going to hide behind good intentions, or whitewash myself either.
But nothing will stop me and if I want to laugh at the administration, I will laugh at it and with it. And this has happened more than once.
G-SYNC 101 Cool research by jorimt. It inspired many to use his 1000 fps camera method to delay analysis. https://blurbusters.com/gsync/gsync101- ... ettings/3/
He gave free publicity to nvidia g-sync for years to come.
Nothing will stop me from writing to him.jorimt wrote:
Hi, have you already received a package from the NVIDIA office containing a brand new "NVIDIA LDAT"
As a token of gratitude for your interest in their developments and free advertising of their products, with the aim of simplifying delay analysis?
But that doesn't mean I don't respect his work. I felt on my own skin how much effort and time this method takes. It's local humor, understandable to a narrow circle of people.
We're not just friends, we're practically soulmates. But what does that have to do with you?themagic wrote: i just hope that you dont gonna have kids in near future who gonna play some online games...![]()
Yes, out of 117 messages, less than 10 have statistics data. Nobody tests anything because they are lazy.rusihhh wrote: Honestly, I’d recommend that the admins remove you from this thread entirely.
This has become pure demagoguery.
You’re not discussing the actual topic —
you’re slicing out whatever sentence triggers you and crafting a punchline.
And now again —
out of everything in the last message, you skipped the entire explanation
and latched onto a couple of lines directed at you personally.
That’s not how competent discussion works, sir.
Do you think that by removing me from the discussion everything will get better and the topic will take on a different look?
