The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Everything about latency. This section is mainly user/consumer discussion. (Peer-reviewed scientific discussion should go in Laboratory section). Tips, mouse lag, display lag, game engine lag, network lag, whole input lag chain, VSYNC OFF vs VSYNC ON, and more! Input Lag Articles on Blur Busters.
greenenemy
Posts: 43
Joined: 11 Mar 2015, 04:45

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by greenenemy » 29 Jun 2025, 06:02

I think it's better idea to inspect the source code of Counter-Strike: Global Offensive that has leaked few years ago.

rusihhh
Posts: 49
Joined: 28 Jun 2025, 04:57

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by rusihhh » 29 Jun 2025, 06:04

greenenemy wrote:
29 Jun 2025, 06:02
I think it's better idea to inspect the source code of Counter-Strike: Global Offensive that has leaked few years ago.
Good idea — definitely worth digging into.
I was originally analyzing this from the perspective of another game (Rainbow Six Siege),
but I suspect similar principles may apply across multiple FPS titles.

Even if the exact mechanism isn’t implemented at the game logic level,
it’s very likely that something like this is handled deep in the engine or network layer.

Would be interesting to check how CS:GO handles packet shaping, update prioritization, or connection heuristics.
Thanks for the suggestion — I might actually take a look.

JimCarry
Posts: 586
Joined: 24 May 2024, 20:01
Location: csgo

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by JimCarry » 29 Jun 2025, 09:29

greenenemy wrote:
29 Jun 2025, 06:02
I think it's better idea to inspect the source code of Counter-Strike: Global Offensive that has leaked few years ago.
for what? where you can play csgo? cs2 is another engine.

mackalren
Posts: 8
Joined: 21 May 2024, 07:31

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by mackalren » 29 Jun 2025, 09:42

JimCarry wrote:
29 Jun 2025, 09:29
greenenemy wrote:
29 Jun 2025, 06:02
I think it's better idea to inspect the source code of Counter-Strike: Global Offensive that has leaked few years ago.
for what? where you can play csgo? cs2 is another engine.
"another engine"

JimCarry
Posts: 586
Joined: 24 May 2024, 20:01
Location: csgo

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by JimCarry » 29 Jun 2025, 10:07

mackalren wrote:
29 Jun 2025, 09:42
JimCarry wrote:
29 Jun 2025, 09:29
greenenemy wrote:
29 Jun 2025, 06:02
I think it's better idea to inspect the source code of Counter-Strike: Global Offensive that has leaked few years ago.
for what? where you can play csgo? cs2 is another engine.
"another engine"
csgo is source 1 cs2 source 2 ? show me leaks on cs2 engine ?

greenenemy
Posts: 43
Joined: 11 Mar 2015, 04:45

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by greenenemy » 29 Jun 2025, 11:16

JimCarry wrote:
29 Jun 2025, 09:29
greenenemy wrote:
29 Jun 2025, 06:02
I think it's better idea to inspect the source code of Counter-Strike: Global Offensive that has leaked few years ago.
for what? where you can play csgo? cs2 is another engine.
Well, as @rusihhh said " similar principles may apply across multiple FPS titles" especially when we know for sure many people complained about "The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond" in cs:go, it's not some random open source game with a tiny playerbase and no one can tell if those symptoms apply there.

rusihhh
Posts: 49
Joined: 28 Jun 2025, 04:57

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by rusihhh » 29 Jun 2025, 11:41

My take:
I believe this network behavior is actually the real “input lag” feeling that so many players complain about but can’t explain.

Let me break it down:

Why does the game feel amazing in one match, and terrible in the next — even though your hardware hasn’t changed?
The only thing that changed is your connection path to the server.

Why do enemies feel faster and your aim feels “sticky” or sluggish all of a sudden?
It’s not because you magically swapped GPUs or installed new drivers between rounds.
It’s likely because the server is now giving your client less detailed update packets
forcing you to interpolate, delay, or guess state — while others are getting complete data.

And if you think it’s caused by drivers, BIOS settings, or Nagle’s algorithm...
Then why isn’t it permanently fixed after you “optimize everything”?
Why does it still come and go?

Ever moved houses or changed ISPs and suddenly your game feels 100× better?
That’s not cleaner electricity.
That’s just a better connection route — which made the game treat you differently.

Important note:
The game will still report 0% packet loss, great ping, and say “everything is fine” —
and technically, that’s true.
But it’s misleading: you may be receiving smaller, trimmed-down packets
and that makes all the difference in how the game feels, even if “nothing is broken.”

So in my opinion:
This is the hidden, undocumented layer of netcode behavior that explains what players have been calling “input lag” for years.
It’s silent, invisible in diagnostics, but clearly felt in every movement, trade, and duel.

Let’s finish this theory properly.

If this is what's happening, it needs to be exposed — clearly and fully.

pracc
Posts: 19
Joined: 15 Jun 2020, 12:14

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by pracc » 29 Jun 2025, 12:21

Sounds Logic and I just found out last year that my docsis Connection is really Bad (Upstream Jitter and a bit loss). In CS2 when Everything went downhill I get 99 = receive packet loss, x/10 and 1:0 = command queue loss.

2-3 at Night its 00 and 0:0 so no loss or jitter and desnycs AND Inputs Are Perfect.

Fletcher Dunn Said on Reddit:

„User commands and snapshots both contain some redundancy, so that if a packet is dropped, but you have the NEXT one, we can smooth over it. This has been the case forever.

The way that we "correct" for jitter is to add additional delay in the clock sync to absorb the random delays. The clients do all of the "work" here, but it really doesn't add much CPU cost or anything.“


Youre theory would also explain why my Game is often good in the beginning (2-3 kills in the First round) and get „Bad“ After 2 Rounds. Maybe the Engine/Netcode start to decide to send „less Information“.
Last edited by pracc on 29 Jun 2025, 12:47, edited 1 time in total.

agendarsky
Posts: 88
Joined: 08 Jan 2021, 16:32

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by agendarsky » 29 Jun 2025, 12:35

well after thousands of possible fixes , usb 2.0 controller mode - fullspeed works but desync, sluggish feel is tied to svid power delivery / bad vdroop for real, im experimenting atm with 14700k and sluggish feel / off timing is gone by adjusting ia vr config and system agent vr config- to be more specific iam running ia ac loadline at value 10 and ia dc loadline at 15, and same for sa vr config. Also my motherboard (z790 gigabyte aorus -w ) have option to bypass fully integrated voltage regulator by motherboard and its very promising 4now.
The settings are Setup Question = RichTek VccIA Control Overrides
Help String = VccIA Voltage can be overrides from Richtek SMBUS/PMBUS VR. Use the next option for exact voltage configuration
Token =664 // Do NOT change this line
Offset =339
Width =01
BIOS Default =[00]Disabled
Options =[00]Disabled // Move "*" to the desired Option
*[01]Enabled

Setup Question = Fixed VID Mode
Help String = Fixed VID Mode Enabled for the VccIA/VccGT Voltage rail Overrides from Richtek SMBUS/PMBUS VR. When Disabled, voltage rail will use IMVP from SVID BUS.
Token =665 // Do NOT change this line
Offset =33B
Width =01
BIOS Default =[00]Disabled
Options =[00]Disabled // Move "*" to the desired Option
*[01]Enabled

Setup Question = VccIA (mV)
Help String = Voltage Range of RichTek VccIA from 250mV - 2170mV; Default is 1200 mV
Token =666 // Do NOT change this line
Offset =33D
Width =02
BIOS Default =<1200>
Value =<1450> <- this one is value for my vcore , maybe i will go little lower after time , im keeping good temps atm.

Setup Question = RichTek VccGT Control Overrides
Help String = VccGT Voltage can be overrides from Richtek SMBUS/PMBUS VR. Use the next option for exact voltage configuration
Token =667 // Do NOT change this line
Offset =33A
Width =01
BIOS Default =[00]Disabled
Options =[00]Disabled // Move "*" to the desired Option
*[01]Enabled

Setup Question = Fixed VID Mode
Help String = Fixed VID Mode Enabled for the VccIA/VccGT Voltage rail Overrides from Richtek SMBUS/PMBUS VR. When Disabled, voltage rail will use IMVP from SVID BUS.
Token =668 // Do NOT change this line
Offset =33C
Width =01
BIOS Default =[00]Disabled
Options =[00]Disabled // Move "*" to the desired Option
*[01]Enabled

rusihhh
Posts: 49
Joined: 28 Jun 2025, 04:57

Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by rusihhh » 29 Jun 2025, 12:50

agendarsky wrote:
29 Jun 2025, 12:35
well after thousands of possible fixes , usb 2.0 controller mode - fullspeed works but desync, sluggish feel is tied to svid power delivery / bad vdroop for real, im experimenting atm with 14700k and sluggish feel / off timing is gone by adjusting ia vr config and system agent vr config- to be more specific iam running ia ac loadline at value 10 and ia dc loadline at 15, and same for sa vr config. Also my motherboard (z790 gigabyte aorus -w ) have option to bypass fully integrated voltage regulator by motherboard and its very promising 4now.
wrong topic

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