agendarsky wrote: ↑30 Jun 2025, 07:06
Im not telling im fixed something, videos are just visual proof of correct synch and its more like im seeking for attention to raise attention to internal power delivery. Your thread contains some nice data but trust me , even if you ever got perfect minimal packet jitter, things wont be much better because its just only little part ot wider image. Thats all i wanted to say
Thank you — I appreciate the respectful tone, and I get what you’re saying about hardware-level concerns.
But just to clarify again —
this theory isn’t about jitter, loss, or delay in the traditional sense.
In fact, the game reports everything as fine:
→ 0% packet loss
→ Ping is stable
→ No out-of-order packets
→ Smooth net graph
And yet — the gameplay feels off, delayed, or “dead before you see anything.”
Let’s illustrate why.
Imagine the game engine is designed to send you a full update per tick (say, 60 ticks/sec).
Each update should include multiple elements: player positions, actions, animations, visibility, shot fired, etc.
Now suppose:
-
Player A receives a full packet in Tick
T1 that contains:
→ Enemy appears, peeks corner, starts firing =
ACTION_1, ACTION_2, ACTION_3
→ All in one coherent update
-
Player B receives a degraded stream:
→ Tick T1: enemy moves
→ Tick T2: enemy peeks
→ Tick T3: enemy shoots
→ Tick T4: hit registered
(Note: numbers are exaggerated for clarity — in reality, multiple packets may land between, but the logic remains)
So what happens?
→
You should have reacted on Tick T1
→ But you only receive fragmented motion and action spread across several ticks
→ By the time you “see” the enemy shooting — you’re already hit
→ You’re not reacting to the enemy —
you’re reacting to your own death animation
This is why it feels like:
- No time to fight back
- Enemies “snap” or appear too fast
- You die instantly
- And nothing helps — not FPS, not ping, not hardware upgrades
The client is forced to interpolate missing data —
you’re watching a guess, not a reality.
So yes, power delivery or motherboard stability may affect system responsiveness,
but this problem is at a different level:
the server is deciding how much data you’re allowed to receive per tick — and that affects your fundamental ability to play reactively.