Re: Why you will NEVER Fix "Desync/Lag" in CSGO.
Posted: 02 Apr 2022, 17:34
I can confirm. I play with 70-80 play most of the time and it's a big disadvantage . It's all about the route to server.
Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™
https://forums.blurbusters.com/
Finally someone said truth, i have 140ms reaction time at humanbenchmark, capable to do double digit reaction shots occasionally, but in csgo its not an advantage at all, i shoot too fast, it either results very often in inaccurate moving shot if i start moving after i fire and server simply switches the order (= miss) or i cant fire because the laggers are warping back instantly after i aim at the spot they are peeking to make obvious peek-n-step shot, but this movement is only happening in client, at server it looks like im starring at them like a total noob. Also when a lagger peeks me, the diff server vs client is usually much much higher than just only ping lagcompensation, something is even deeper in shits than it seems to be. Against ("only") 50ms portuguese premade (80ms in console) i remember being rekted so much and it wasnt 50 (80)ms time they were ahead, it was nearly a half second, they could make a selfie in server replay before shooting but i wasnt even seeing them. Also i see laggers being totally defenseless still being in movement (moving = cant shoot), if its at LAN its ez kill because im ahead (they need to dissipate the speed, to do a counterstep, to stop, aim and fire, while i am just shooting to the spot they will stop at knowing that they cant fire before i do whatever they do because its high unlikely their reaction time will be better but online it doesnt work at all, i see them shooting in middle of movement, which is only fake client prediction, and also late as hell because enemy is being overcompensated by stupid lagcompensation sending me fake trash delayed inactual info about inactual position, inactual movement and just giving me fake impression that i have enough time to aim and shoot or just A-D back to safety to prevent being headshoted if my crosshair is not at them. Also the diff of position is more than 1 meter, if a russkie peeks lagcompensated, at the time i see him, im already dead and if i A D to safety at first pixel spot, he pulls me back to his shot even 3 meters back behind corner.espresso wrote: ↑11 Feb 2022, 14:09and the Reason is Lag Compensation.
I tried it all, everything. Optimizing since years and it doesn't change anything.
HIGH end OCed System, FTTH 12ms Ping everywhere.
If you have a very low ping, Lag Compensation will just buffer your packets and thus create artificial lag for you.
The faster your system and ping and the higher your opponents ping the bigger the buffer of your packets.
For the older people who remember in 1.6 everything above 70ms was competitively unplayable. You would loose every peek and every fight. Yet in CSGO on Faceit Russians with 110ms out peeking you with 12ms. To simulate a coherent gameplay for players with 110ms you have to delay 12ms players. It is simple physics.
You can test this very easy. Open server browser, find a DM server where you have a 40-50ms Ping
You will be amazed to run&gun and giving double HS with m4a1s.
On 128Tick server, you get updated every 8ms. But your opponent has 100ms. For example on "tick 1" you shoot at enemy, the packets of that reach the server after 12ms, packtes get send to opponent at tick 3, but now the server has to buffer your packets for at least 12 Ticks(96ms) so while your Crosshair is dead on, you feel that your bullets go nowhere.
Its a classic Valve, they don't care about competition, they care about the Billions they make from skins, and to make more billions is to get more customers and you get more by making it easier to play even when you are at a huge disadvantage because of 100ms Ping. They don't care adding 50ms delay to 12ms players "No human can notice, like you cant see difference between 60 and 100fps". But you can feel it.
In 1.6 i was a god, placed ESL ladder 3 times in a row top 5 out of 20.000, i fucking dominated EU 2v2 AWP ladder, quick scoping longdistance easy. I don't even buy AWP in CSGO because 90% of shots are disappearing into the nirvana.
As soon as you join server and see a player with 60+ms, you know you will have a shit game.
If you want some kind of "fix" get a higher latency line.
I have some prime examples for you:joseph_from_pilsen wrote: ↑02 Apr 2022, 00:48Hello,
i have reaction time 135-145ms at humanbenchmark and i can recognize even the mouse input lag in csgo.
The first guy is FULLY RIGHT, i extremelly suffer from the crap called lagcompensation and i will explain you how it works. Whenever i go against 40+ms i will have guaranteedly a crap game, playing with fiber optics and low ping. I stopped playing faceit because there are no more legit players in EU, only Russlan and turkish crap high ping abusers with free prefire by valve crapcompensation. The situation got unacceptable in 2020, since 2020 there is no chance to get full low ping lobby more often than every 10th game.
Now how it works.
That last clip was just bad reaction time on your part. The rest is likely due to low tick rate in terms of the running headshots.espresso wrote: ↑08 May 2022, 11:26I have some prime examples for you:joseph_from_pilsen wrote: ↑02 Apr 2022, 00:48Hello,
i have reaction time 135-145ms at humanbenchmark and i can recognize even the mouse input lag in csgo.
The first guy is FULLY RIGHT, i extremelly suffer from the crap called lagcompensation and i will explain you how it works. Whenever i go against 40+ms i will have guaranteedly a crap game, playing with fiber optics and low ping. I stopped playing faceit because there are no more legit players in EU, only Russlan and turkish crap high ping abusers with free prefire by valve crapcompensation. The situation got unacceptable in 2020, since 2020 there is no chance to get full low ping lobby more often than every 10th game.
Now how it works.
Running HS in 230ms:
https://streamable.com/copuwz
Running HS again:
https://streamable.com/kqarge
Headshot is Air:
https://streamable.com/ei0usc
Super strange Modle deformation:
https://streamable.com/n0z5tp
Same Deformation again:
https://streamable.com/8utzz6
Outpeaked:
https://streamable.com/8lnxgi
It is always good to hear Storys like yours which make me realize i am not alone with this problem.
While others may have different Problem with Internet, Drivers, Software etc. there are people like you and me who did everything right that is possible yet still have bad experience.
This could explain why people from Russla, Israel, and the periferia of Europe (with 80 to 130 ping) play better than us in faceit, they kill easier and hit more bulletsespresso wrote: ↑11 Feb 2022, 14:09and the Reason is Lag Compensation.
I tried it all, everything. Optimizing since years and it doesn't change anything.
HIGH end OCed System, FTTH 12ms Ping everywhere.
If you have a very low ping, Lag Compensation will just buffer your packets and thus create artificial lag for you.
The faster your system and ping and the higher your opponents ping the bigger the buffer of your packets.
For the older people who remember in 1.6 everything above 70ms was competitively unplayable. You would loose every peek and every fight. Yet in CSGO on Faceit Russians with 110ms out peeking you with 12ms. To simulate a coherent gameplay for players with 110ms you have to delay 12ms players. It is simple physics.
You can test this very easy. Open server browser, find a DM server where you have a 40-50ms Ping
You will be amazed to run&gun and giving double HS with m4a1s.
On 128Tick server, you get updated every 8ms. But your opponent has 100ms. For example on "tick 1" you shoot at enemy, the packets of that reach the server after 12ms, packtes get send to opponent at tick 3, but now the server has to buffer your packets for at least 12 Ticks(96ms) so while your Crosshair is dead on, you feel that your bullets go nowhere.
Its a classic Valve, they don't care about competition, they care about the Billions they make from skins, and to make more billions is to get more customers and you get more by making it easier to play even when you are at a huge disadvantage because of 100ms Ping. They don't care adding 50ms delay to 12ms players "No human can notice, like you cant see difference between 60 and 100fps". But you can feel it.
In 1.6 i was a god, placed ESL ladder 3 times in a row top 5 out of 20.000, i fucking dominated EU 2v2 AWP ladder, quick scoping longdistance easy. I don't even buy AWP in CSGO because 90% of shots are disappearing into the nirvana.
As soon as you join server and see a player with 60+ms, you know you will have a shit game.
If you want some kind of "fix" get a higher latency line.