I play games and they have numbers. And the numbers describe what I feel. So do you. Go ahead, disable auto-tune. You feel a difference? No. Enable auto-tune again. That's all you do. Why? Because I just provided you with the source and I described why you are wrong and you still cannot admit it. When a game uses UDP protocol and you change something within how the OS handles the TCP protocol IT WILL NOT MAKE A DIFFERENCE AT ALL. And even if it did use TCP protocol, it still wouldn't make a difference because you will never reach the bandwidth to make it work as intended in the first place. What you feel is placebo, the sooner you realize it - the better. You are addicted to tweaking your system? Fine, tweak it as much as you want. But at least don't mislead the people who are new here and are desperately trying to find a solution to a particular problem. Don't make them run in the same vicious circle you all run in.Slender wrote: ↑28 Jan 2025, 18:43you play game or numbers?Future wrote: ↑28 Jan 2025, 18:31Wrong. https://learn.microsoft.com/en-us/windo ... uning-nics
It also has UDP stack. netsh interface udp show global in the command prompt. You can also check it in Resource monitor. UDP is called UDP for a reason, same for the games who use it.
And even if you were right, which you are not, disabling auto-tune completely would make no difference at all. Why? Well, I highly doubt you could reach it's limit when you are playing FPS games, because they barely utilize few mbps of your bandwidth in the worst case scenario. For example in CS 1.6 you can't even reach 0.5 mbps network utilization, how would disabling auto-tune make even the slightest of a difference?
Tweaking the shit out of your Windows is not solving the problem, it can only create it. That applies to the bios tweaking and all sort of tweaking without basic knowledge. And by basic knowledge I mean at least knowing what the option does and what would be the effect of changing it. People here must stop benchmarking the results of their tweaks with "I feel". What you feel is only your perception, what it really is has numbers and explanation.
if numbers, open wireshark and show me your tcp len
netsh int tcp set global autotuninglevel=disable
Re: netsh int tcp set global autotuninglevel=disable
Re: netsh int tcp set global autotuninglevel=disable
Even in Cheat Forums they say that all this tweaks useless and that in 2015....
[cheats-site]/forum/battlefield-4-a/158989-hit-registration-fix.html
edit: link for some reason get censored with "cheat-site"...probably because not allowed here but you all know this UnknownCheats forum and just can google for this exact post...
I find this forum way to late and i believed too in all those tweaks somewhere in that days and later...but which mostly was just like all placebo and dont rly helped with the REAL HARDCORE problem which appeared later here in my Location and only got worse with constant bad hitreg and desync feel and purebad disadvantage in online exprience most of the time...today it is 24 for 7 shit here and hell to play that way.
@tusco
"I noticed this posts lack of seriousness and information, so here you go: There's no such magical switch inside the game. And why would there be one? It's not like DICE want their games to have a "shitty netcode". They (mostly DICE LA) try their best to make the game run as smoothly as it can. At this point the main reason you might experience failing hit registration is either your PC, your connection to the server or the load on the server itself. Server providers run as many instances of the game server as they demm fit. So it may be that your connection to the server is fine but e.g. one of the other instances of the game server is changing the map thus using more resources thus slowing down the other instances. This is especially apparent on the new "high tickrate" servers. And for your end of the connection there's really not that much you can do. Surely you can use QoS to assign the game packets a higher priority than e.g. HTTP traffic, but that will just prevent those packets from getting slowed down by other packets inside of your LAN, it won't magically accelerate them. In the end, maybe your "optimizations" even had the opposite effect. I'd strongly advice you to refrain from making any changes to your registry or system files, if you're uncertain of what you're doing. The best you can do is to install Windows 7/8.1/10 on a squeaky clean SSD and install only what's absolutely necessary to play the game. If you continue to feel disadvantaged by the netcode / hit registration, try another server. If all servers seem to screw you and only you, it might indeed be your connection. Consider changing your internet service provider. I don't know. What I know however is that your post made you look like a fool. Sorry."
sadly this tusco guy is right...
here some random but useful read from reddit but about CS2 and a guy who tried things and i trust him and that he go that way and tested stuff with his friends and people: (everything for science ...and dont like all this fake online high rank players that tell from there streamers rooms to public that skill and training matters only...rooms which they never left and never tried such tests and dont even imagine how online gaming world really works/look like and how just a bad 24/7 hitreg can already ruin you much in such games or just your fun and experience for such hobby with such problemos)
https://www.reddit.com/r/cs2/comments/1 ... advantage/
and im very sure that his tests would look same similar in Valorant rigged Game if it just had a LOCAL/LAN/DEDICATED setup for such Tests but that game dont even has Replay System still in 2025...
many questions but this trash developers for sure know what they do and whats really going on with some players on there servers and with there stats and ranks...those that suffer all the bad things and what exactly OP suffers now and myself too for many years.
each day and any time but just much more frequently and worse than others who got just lucky to have it NORMAL playable on there sunny side...
and that all the difference blyat.
no need to invent the wheel and experiment with your hardwares...everything is known and public already and just some research gonna open your eyes on all this things and you for sure not alone with that all problems which ruins you and OP just another guy who proofs and confirms that theory but for many its already known facts and reality.
[cheats-site]/forum/battlefield-4-a/158989-hit-registration-fix.html
edit: link for some reason get censored with "cheat-site"...probably because not allowed here but you all know this UnknownCheats forum and just can google for this exact post...
I find this forum way to late and i believed too in all those tweaks somewhere in that days and later...but which mostly was just like all placebo and dont rly helped with the REAL HARDCORE problem which appeared later here in my Location and only got worse with constant bad hitreg and desync feel and purebad disadvantage in online exprience most of the time...today it is 24 for 7 shit here and hell to play that way.
@tusco
"I noticed this posts lack of seriousness and information, so here you go: There's no such magical switch inside the game. And why would there be one? It's not like DICE want their games to have a "shitty netcode". They (mostly DICE LA) try their best to make the game run as smoothly as it can. At this point the main reason you might experience failing hit registration is either your PC, your connection to the server or the load on the server itself. Server providers run as many instances of the game server as they demm fit. So it may be that your connection to the server is fine but e.g. one of the other instances of the game server is changing the map thus using more resources thus slowing down the other instances. This is especially apparent on the new "high tickrate" servers. And for your end of the connection there's really not that much you can do. Surely you can use QoS to assign the game packets a higher priority than e.g. HTTP traffic, but that will just prevent those packets from getting slowed down by other packets inside of your LAN, it won't magically accelerate them. In the end, maybe your "optimizations" even had the opposite effect. I'd strongly advice you to refrain from making any changes to your registry or system files, if you're uncertain of what you're doing. The best you can do is to install Windows 7/8.1/10 on a squeaky clean SSD and install only what's absolutely necessary to play the game. If you continue to feel disadvantaged by the netcode / hit registration, try another server. If all servers seem to screw you and only you, it might indeed be your connection. Consider changing your internet service provider. I don't know. What I know however is that your post made you look like a fool. Sorry."
sadly this tusco guy is right...
here some random but useful read from reddit but about CS2 and a guy who tried things and i trust him and that he go that way and tested stuff with his friends and people: (everything for science ...and dont like all this fake online high rank players that tell from there streamers rooms to public that skill and training matters only...rooms which they never left and never tried such tests and dont even imagine how online gaming world really works/look like and how just a bad 24/7 hitreg can already ruin you much in such games or just your fun and experience for such hobby with such problemos)
https://www.reddit.com/r/cs2/comments/1 ... advantage/
and im very sure that his tests would look same similar in Valorant rigged Game if it just had a LOCAL/LAN/DEDICATED setup for such Tests but that game dont even has Replay System still in 2025...
many questions but this trash developers for sure know what they do and whats really going on with some players on there servers and with there stats and ranks...those that suffer all the bad things and what exactly OP suffers now and myself too for many years.
each day and any time but just much more frequently and worse than others who got just lucky to have it NORMAL playable on there sunny side...
and that all the difference blyat.
no need to invent the wheel and experiment with your hardwares...everything is known and public already and just some research gonna open your eyes on all this things and you for sure not alone with that all problems which ruins you and OP just another guy who proofs and confirms that theory but for many its already known facts and reality.
Re: netsh int tcp set global autotuninglevel=disable
i feel difference disable / normal.Future wrote: ↑28 Jan 2025, 19:36I play games and they have numbers. And the numbers describe what I feel. So do you. Go ahead, disable auto-tune. You feel a difference? No. Enable auto-tune again. That's all you do. Why? Because I just provided you with the source and I described why you are wrong and you still cannot admit it. When a game uses UDP protocol and you change something within how the OS handles the TCP protocol IT WILL NOT MAKE A DIFFERENCE AT ALL. And even if it did use TCP protocol, it still wouldn't make a difference because you will never reach the bandwidth to make it work as intended in the first place. What you feel is placebo, the sooner you realize it - the better. You are addicted to tweaking your system? Fine, tweak it as much as you want. But at least don't mislead the people who are new here and are desperately trying to find a solution to a particular problem. Don't make them run in the same vicious circle you all run in.Slender wrote: ↑28 Jan 2025, 18:43you play game or numbers?Future wrote: ↑28 Jan 2025, 18:31Wrong. https://learn.microsoft.com/en-us/windo ... uning-nics
It also has UDP stack. netsh interface udp show global in the command prompt. You can also check it in Resource monitor. UDP is called UDP for a reason, same for the games who use it.
And even if you were right, which you are not, disabling auto-tune completely would make no difference at all. Why? Well, I highly doubt you could reach it's limit when you are playing FPS games, because they barely utilize few mbps of your bandwidth in the worst case scenario. For example in CS 1.6 you can't even reach 0.5 mbps network utilization, how would disabling auto-tune make even the slightest of a difference?
Tweaking the shit out of your Windows is not solving the problem, it can only create it. That applies to the bios tweaking and all sort of tweaking without basic knowledge. And by basic knowledge I mean at least knowing what the option does and what would be the effect of changing it. People here must stop benchmarking the results of their tweaks with "I feel". What you feel is only your perception, what it really is has numbers and explanation.
if numbers, open wireshark and show me your tcp len
If you don't feel a difference, it doesn't mean it doesn't exist. On paper everything is as you describe, but in reality it’s the other way around. This setting affects the game no matter how you try to deny it. Even beginners feel it and describe this feeling exactly. By the way, show me your numbers.
Re: netsh int tcp set global autotuninglevel=disable
You cannot feel any difference because it simply doesn't work. Not only you, no one can. What I am trying to explain to you is that you benchmark the results of everything with "I feel". What you feel is subjective and depends on many factors, but none of them is a tweak which is not even used in the games you play nowadays. The papers are also there for a reason but people are too lazy to read them. Why would they, it's way easier to test every option and benchmark the results of them with "I feel". Instead of really trying to understand what it does and what's the purpose of it. And remind me, why I am I supposed to show you any numbers when you are the one who claims it works and you can "feel" it? Aren't you supposed to back up your claim with any proofs?Slender wrote: ↑29 Jan 2025, 04:20i feel difference disable / normal.Future wrote: ↑28 Jan 2025, 19:36I play games and they have numbers. And the numbers describe what I feel. So do you. Go ahead, disable auto-tune. You feel a difference? No. Enable auto-tune again. That's all you do. Why? Because I just provided you with the source and I described why you are wrong and you still cannot admit it. When a game uses UDP protocol and you change something within how the OS handles the TCP protocol IT WILL NOT MAKE A DIFFERENCE AT ALL. And even if it did use TCP protocol, it still wouldn't make a difference because you will never reach the bandwidth to make it work as intended in the first place. What you feel is placebo, the sooner you realize it - the better. You are addicted to tweaking your system? Fine, tweak it as much as you want. But at least don't mislead the people who are new here and are desperately trying to find a solution to a particular problem. Don't make them run in the same vicious circle you all run in.Slender wrote: ↑28 Jan 2025, 18:43you play game or numbers?Future wrote: ↑28 Jan 2025, 18:31
Wrong. https://learn.microsoft.com/en-us/windo ... uning-nics
It also has UDP stack. netsh interface udp show global in the command prompt. You can also check it in Resource monitor. UDP is called UDP for a reason, same for the games who use it.
And even if you were right, which you are not, disabling auto-tune completely would make no difference at all. Why? Well, I highly doubt you could reach it's limit when you are playing FPS games, because they barely utilize few mbps of your bandwidth in the worst case scenario. For example in CS 1.6 you can't even reach 0.5 mbps network utilization, how would disabling auto-tune make even the slightest of a difference?
Tweaking the shit out of your Windows is not solving the problem, it can only create it. That applies to the bios tweaking and all sort of tweaking without basic knowledge. And by basic knowledge I mean at least knowing what the option does and what would be the effect of changing it. People here must stop benchmarking the results of their tweaks with "I feel". What you feel is only your perception, what it really is has numbers and explanation.
if numbers, open wireshark and show me your tcp len
If you don't feel a difference, it doesn't mean it doesn't exist. On paper everything is as you describe, but in reality it’s the other way around. This setting affects the game no matter how you try to deny it. Even beginners feel it and describe this feeling exactly. By the way, show me your numbers.
Re: netsh int tcp set global autotuninglevel=disable
I played Q3 when you weren't even in the project yet. I can notice the smallest changes in the behavior of games. I'm not the only one saying that this setting has an effect. Do you realize that there aren't two separately processed network stacks? It's still one stack divided into upd and tcp subclasses, and TCP settings should and will affect udp.Future wrote: ↑29 Jan 2025, 05:36You cannot feel any difference because it simply doesn't work. Not only you, no one can. What I am trying to explain to you is that you benchmark the results of everything with "I feel". What you feel is subjective and depends on many factors, but none of them is a tweak which is not even used in the games you play nowadays. The papers are also there for a reason but people are too lazy to read them. Why would they, it's way easier to test every option and benchmark the results of them with "I feel". Instead of really trying to understand what it does and what's the purpose of it. And remind me, why I am I supposed to show you any numbers when you are the one who claims it works and you can "feel" it? Aren't you supposed to back up your claim with any proofs?Slender wrote: ↑29 Jan 2025, 04:20i feel difference disable / normal.Future wrote: ↑28 Jan 2025, 19:36I play games and they have numbers. And the numbers describe what I feel. So do you. Go ahead, disable auto-tune. You feel a difference? No. Enable auto-tune again. That's all you do. Why? Because I just provided you with the source and I described why you are wrong and you still cannot admit it. When a game uses UDP protocol and you change something within how the OS handles the TCP protocol IT WILL NOT MAKE A DIFFERENCE AT ALL. And even if it did use TCP protocol, it still wouldn't make a difference because you will never reach the bandwidth to make it work as intended in the first place. What you feel is placebo, the sooner you realize it - the better. You are addicted to tweaking your system? Fine, tweak it as much as you want. But at least don't mislead the people who are new here and are desperately trying to find a solution to a particular problem. Don't make them run in the same vicious circle you all run in.
If you don't feel a difference, it doesn't mean it doesn't exist. On paper everything is as you describe, but in reality it’s the other way around. This setting affects the game no matter how you try to deny it. Even beginners feel it and describe this feeling exactly. By the way, show me your numbers.
Both tcp and udp use a common network stack / internet controller driver.
Once again, if you don't feel the difference, it doesn't mean it doesn't exist
Re: netsh int tcp set global autotuninglevel=disable
I love it when ignorants like you pretend to be the cassation instance of everything and the only thing when proved wrong is to try to back up their claims with "I played long enough to feel the difference". Sorry to disappoint you - you don't know sh*t. At least educate yourself and try to understand why games use UDP protocol instead of TCP. Honestly, people like you should be banned from public forums like this one.Slender wrote: ↑29 Jan 2025, 06:26I played Q3 when you weren't even in the project yet. I can notice the smallest changes in the behavior of games. I'm not the only one saying that this setting has an effect. Do you realize that there aren't two separately processed network stacks? It's still one stack divided into upd and tcp subclasses, and TCP settings should and will affect udp.Future wrote: ↑29 Jan 2025, 05:36You cannot feel any difference because it simply doesn't work. Not only you, no one can. What I am trying to explain to you is that you benchmark the results of everything with "I feel". What you feel is subjective and depends on many factors, but none of them is a tweak which is not even used in the games you play nowadays. The papers are also there for a reason but people are too lazy to read them. Why would they, it's way easier to test every option and benchmark the results of them with "I feel". Instead of really trying to understand what it does and what's the purpose of it. And remind me, why I am I supposed to show you any numbers when you are the one who claims it works and you can "feel" it? Aren't you supposed to back up your claim with any proofs?Slender wrote: ↑29 Jan 2025, 04:20i feel difference disable / normal.Future wrote: ↑28 Jan 2025, 19:36
I play games and they have numbers. And the numbers describe what I feel. So do you. Go ahead, disable auto-tune. You feel a difference? No. Enable auto-tune again. That's all you do. Why? Because I just provided you with the source and I described why you are wrong and you still cannot admit it. When a game uses UDP protocol and you change something within how the OS handles the TCP protocol IT WILL NOT MAKE A DIFFERENCE AT ALL. And even if it did use TCP protocol, it still wouldn't make a difference because you will never reach the bandwidth to make it work as intended in the first place. What you feel is placebo, the sooner you realize it - the better. You are addicted to tweaking your system? Fine, tweak it as much as you want. But at least don't mislead the people who are new here and are desperately trying to find a solution to a particular problem. Don't make them run in the same vicious circle you all run in.
If you don't feel a difference, it doesn't mean it doesn't exist. On paper everything is as you describe, but in reality it’s the other way around. This setting affects the game no matter how you try to deny it. Even beginners feel it and describe this feeling exactly. By the way, show me your numbers.
Both tcp and udp use a common network stack / internet controller driver.
Once again, if you don't feel the difference, it doesn't mean it doesn't exist
Re: netsh int tcp set global autotuninglevel=disable
like you is reason why im not upload some working things hereFuture wrote: ↑29 Jan 2025, 07:54I love it when ignorants like you pretend to be the cassation instance of everything and the only thing when proved wrong is to try to back up their claims with "I played long enough to feel the difference". Sorry to disappoint you - you don't know sh*t. At least educate yourself and try to understand why games use UDP protocol instead of TCP. Honestly, people like you should be banned from public forums like this one.Slender wrote: ↑29 Jan 2025, 06:26I played Q3 when you weren't even in the project yet. I can notice the smallest changes in the behavior of games. I'm not the only one saying that this setting has an effect. Do you realize that there aren't two separately processed network stacks? It's still one stack divided into upd and tcp subclasses, and TCP settings should and will affect udp.Future wrote: ↑29 Jan 2025, 05:36You cannot feel any difference because it simply doesn't work. Not only you, no one can. What I am trying to explain to you is that you benchmark the results of everything with "I feel". What you feel is subjective and depends on many factors, but none of them is a tweak which is not even used in the games you play nowadays. The papers are also there for a reason but people are too lazy to read them. Why would they, it's way easier to test every option and benchmark the results of them with "I feel". Instead of really trying to understand what it does and what's the purpose of it. And remind me, why I am I supposed to show you any numbers when you are the one who claims it works and you can "feel" it? Aren't you supposed to back up your claim with any proofs?Slender wrote: ↑29 Jan 2025, 04:20
i feel difference disable / normal.
If you don't feel a difference, it doesn't mean it doesn't exist. On paper everything is as you describe, but in reality it’s the other way around. This setting affects the game no matter how you try to deny it. Even beginners feel it and describe this feeling exactly. By the way, show me your numbers.
Both tcp and udp use a common network stack / internet controller driver.
Once again, if you don't feel the difference, it doesn't mean it doesn't exist
Re: netsh int tcp set global autotuninglevel=disable
I bet I am the reason and I couldn't care less. All your tweaks are going to be as useless as auto-tune. Why? Being uneducated in something and claiming you are when you are pointing something subjective as your evidence that it works. And your argument is: "I feel". And all of that when already proven wrong. Three times in only one of this thread's pages.Slender wrote: ↑29 Jan 2025, 09:49like you is reason why im not upload some working things hereFuture wrote: ↑29 Jan 2025, 07:54I love it when ignorants like you pretend to be the cassation instance of everything and the only thing when proved wrong is to try to back up their claims with "I played long enough to feel the difference". Sorry to disappoint you - you don't know sh*t. At least educate yourself and try to understand why games use UDP protocol instead of TCP. Honestly, people like you should be banned from public forums like this one.Slender wrote: ↑29 Jan 2025, 06:26I played Q3 when you weren't even in the project yet. I can notice the smallest changes in the behavior of games. I'm not the only one saying that this setting has an effect. Do you realize that there aren't two separately processed network stacks? It's still one stack divided into upd and tcp subclasses, and TCP settings should and will affect udp.Future wrote: ↑29 Jan 2025, 05:36
You cannot feel any difference because it simply doesn't work. Not only you, no one can. What I am trying to explain to you is that you benchmark the results of everything with "I feel". What you feel is subjective and depends on many factors, but none of them is a tweak which is not even used in the games you play nowadays. The papers are also there for a reason but people are too lazy to read them. Why would they, it's way easier to test every option and benchmark the results of them with "I feel". Instead of really trying to understand what it does and what's the purpose of it. And remind me, why I am I supposed to show you any numbers when you are the one who claims it works and you can "feel" it? Aren't you supposed to back up your claim with any proofs?
Both tcp and udp use a common network stack / internet controller driver.
Once again, if you don't feel the difference, it doesn't mean it doesn't exist
Imagine you changed your car's radio and you claim your car runs better and you gained 10 horse powers more. And the most important thing - YOU CAN FEEL IT. That's how ridiculous your tweaks are.
Re: netsh int tcp set global autotuninglevel=disable
oh yeah, I forgot to say. autotuning=disable allows you to prevent packet loss in the game when downloading any files in the background.
Re: netsh int tcp set global autotuninglevel=disable
@has been proven Where? all you said are tcp settings and they do not affect udp. You didn't provide any evidence. You say you know the numbers. What number shows that the enemy sees you before you see him?Future wrote: ↑29 Jan 2025, 10:30I bet I am the reason and I couldn't care less. All your tweaks are going to be as useless as auto-tune. Why? Being uneducated in something and claiming you are when you are pointing something subjective as your evidence that it works. And your argument is: "I feel". And all of that when already proven wrong. Three times in only one of this thread's pages.Slender wrote: ↑29 Jan 2025, 09:49like you is reason why im not upload some working things hereFuture wrote: ↑29 Jan 2025, 07:54I love it when ignorants like you pretend to be the cassation instance of everything and the only thing when proved wrong is to try to back up their claims with "I played long enough to feel the difference". Sorry to disappoint you - you don't know sh*t. At least educate yourself and try to understand why games use UDP protocol instead of TCP. Honestly, people like you should be banned from public forums like this one.Slender wrote: ↑29 Jan 2025, 06:26
I played Q3 when you weren't even in the project yet. I can notice the smallest changes in the behavior of games. I'm not the only one saying that this setting has an effect. Do you realize that there aren't two separately processed network stacks? It's still one stack divided into upd and tcp subclasses, and TCP settings should and will affect udp.
Both tcp and udp use a common network stack / internet controller driver.
Once again, if you don't feel the difference, it doesn't mean it doesn't exist
Imagine you changed your car's radio and you claim your car runs better and you gained 10 horse powers more. And the most important thing - YOU CAN FEEL IT. That's how ridiculous your tweaks are.
Yes, I believe my eyes and feelings, and at least the person who created this thread. I also googled this setting and saw that it helped other people in games.
