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

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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 » 30 Jun 2025, 07:38

paddyhhh wrote:
30 Jun 2025, 07:09
Game CS2
-=WarmupServer=-™™ Mirage 21 Riffe&NoAWP FFA DM
185.242.115.38:22222
~20 players
Ping 10ms 0 jitter 0 loss
Faceit 3k elo
Feeling: medium, good hitreg but very fast reacting enemies

Playtime Duration:
419.81 seconds (~7 minutes) trimmed start and end packets

Packet Sizes:
Average: 907.38 bytes
Median: 1299 bytes
Minimum: 198 bytes
Maximum: 1299 bytes

Time Delta Between Packets:
Average: 0.00793 s (7.93 ms)
Median: 0.01226 s (12.26 ms)
Minimum: 0.00000 s
Maximum: 0.02154 s
Thanks for sharing your stats — great to have structured packet info from another match.

Here are my two examples from CS2 (Cybershoke Duels), also recorded via Wireshark:

---

Match 1:
Server: CS2 Cybershoke Duels
Ping: 50–60ms
Traffic direction: both directions
UDP filter: udp.port == 27021

→ Inbound (udp.srcport == 27021):
- Average packet size: 746.50 bytes
- Min / Max: 60 / 1342 bytes
- Packet size distribution:
• 320–639 B: 27.70%
• 640–1279 B: 57.75%
• 1280–2559 B: 6.90%

→ Both directions:
- Average: 796.48 bytes
- Min / Max: 60 / 1342
- 52.56% packets in 640–1279 B
- 12.80% in 1280–2559 B
- 27.56% in 320–639 B

---

Match 2:
Server: CS2 Cybershoke Duels
Ping: 3–5ms
Traffic direction: both directions
UDP filter: udp.port == 27030

→ Inbound (udp.srcport == 27030):
- Average packet size: 933.05 bytes
- Min / Max: 60 / 1327 bytes
- Packet size distribution:
• 1280–2559 B: 36.53%
• 640–1279 B: 34.67%
• 320–639 B: 10.08%

→ Both directions:
- Average: 783.13 bytes
- 29.87% packets in 640–1279 B
- 22.22% in 1280–2559 B
- 36.04% in 320–639 B
- Min / Max: 60 / 1342

---

IMHO:
During both matches, I was also running real-time graphing of packet sizes on my second screen.
And subjectively, the game felt noticeably smoother whenever the packet size began trending upward (closer to full snapshots).
Movement became more predictable, shot registration improved, and reaction trades felt more “fair.”
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Slender
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Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by Slender » 01 Jul 2025, 02:18

desync is not about eth

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themagic
Posts: 464
Joined: 02 Jul 2024, 08:22

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

Post by themagic » 01 Jul 2025, 02:46

do not listen to this troll above.


he still achieve nothing with his windows and hardware tweaks and by buy and try thousand of new hardware... :lol:

MontyTheAverage
Posts: 146
Joined: 11 Nov 2021, 06:39

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

Post by MontyTheAverage » 02 Jul 2025, 01:16

This could be it.
But this issue happens to me even after trying in many locations for me with different internet types. I have tried in different continents also and the problem exists. How if it is the packet issue, is it related to the game account/routing? This problem happens with majority of online games and also across different PCs with different hardwares and internet connection. So what is the way to mitigate this?

Also, most of the time the first game or first few minutes work perfectly but then something breaks down... I will get a sudden ping spike with all red network issue symbols in Apex. It will go back to normal but something will be different with the sluggish feel and desync that subtly make you go from normal player to worse than a bot.. And no tweaks or optimizations, change of hardware of even location has helped this long term.

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themagic
Posts: 464
Joined: 02 Jul 2024, 08:22

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

Post by themagic » 02 Jul 2025, 04:07

I will now even go further with my Conspiracy but this more about Valorant and how there System works and maybe not only there...

AI:

yes, your internet connection can affect the performance of other players in an online game, particularly in multiplayer scenarios, primarily through latency (ping). While your internet speed doesn't directly influence their FPS (frames per second), it can introduce lag and desynchronization, which impacts the overall experience for everyone in the game.

Server impact:
High ping can also slow down the server or host in some cases, potentially impacting all players in the game.

In summary:
While your internet speed doesn't directly affect other players' FPS, your latency (ping) can significantly impact their gaming experience by causing lag, desynchronization, and potentially slowing down the server. It's important to have a stable internet connection and strive for low latency to ensure a smooth and enjoyable experience for all players.

In short: While your connection primarily affects your own experience, it can indirectly impact hit registration for others, especially in games with certain hit detection methods or poor lag compensation.



Why i asked AI all this questions and for what i searched and want to know ?

cause i 100% believe now that my problematic connection are affecting even other players and how they gonna perform and there whole experience...

how i figure this out or why i believe that ?

just by going AFK and don't move and just look what happens after...and in most times and such cases i saw that my teammates started to perform again very great and there hitreg started to work again and suddenly enemy become the one in disadvantage...

i had many such matches where i was going AFK and suddenly my teammates manage to drop comeback or even do a win at the end.


call me crazy but that is truth and it explains my method with 2 accounts about which i talked in past here already and where i played from 2 account at same time but 1 account was at afk....but my own performance at the first account and everything become better in the same time and minute and i could clearly feel and see back then how the tables quickly turn and how i am now the guy with the all advantage in the matches with very nice hitreg and enemies that cant even hit me more from 1 meter distance...

this method fixed everything for me back then but i know now why it happened or why it worked. i manage to drop 40 and more kills with such method and many matches in row where enemy had no chance against me and i win 4vs5 with this 2 account in party method back then...and it was the most fucking easy matches. cause everything started work to my prefer as player...where i become the ferrari god and unkillable very skill player for all the others in the match...



and now fuck off all.


Its over.

You Die in a Millisecond fixed.
Enemies Are Too Fast fixed.
The Game Feels Sluggish fixed.


but no one listen to me back then when i tried to figure out why playing from 2 account has affect on the other account and everyhting....



but if you still think that i am crazy dumb idiot and you dont believe that one players connection has any affect on ther players in the party and there performance and how they gonna feel in the game and about the game overall...

just try to find some friends near you and play in party and look at how your performance will become great skill in a magically way again (or maybe your friends will get the advantage and you dont)...how everything gets fixed..but just play around with that all for some time and see by yourself what gonna happen...

or try to make custom matches where you the host and other way around...and look after what happens to your advantages or disadvantages and all the problems you all talk here about...from fast enemies to game feels sluggish and you die in millisecond... :lol:


after you for sure gonna understand me very good and what i suffer here with my connection where i get put in disadvantage from round 1 if solo playing and this disadvantage clearly even affects my teammates in the match...but only if i am moving around much and try to play... :lol:

but mostly this all ruins me...cause i cant even play more matches normal if solo...but which worked in past perfect for me here and i could without problems do that but now today for some reason i cant enjoy solo playing and everything is to my disadvatange and broken if i do so and try...

now lets figure out why and think about this all...

who is this evil guy that ruined my solo life and solo performance in online gaming ? why i cant enjoy more normal playing by solo and improve and get better like it worked in the past ? what just happen ? and most important question why playing from 2 accounts fixes all my pain experience which happens to me if go solo...


whatever happened to my connection some years ago...the servers and clearly the ones from valorant dont likes it and makes not only my experience worse but for other players in the match too and somehow affects more my teammates and turns them into bots with same exact issues that i experience too and what i can clearly see after every round in spectate mode after i die...

1000WATT
Posts: 569
Joined: 22 Jul 2018, 05:44

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

Post by 1000WATT » 02 Jul 2025, 06:10

themagic wrote:
02 Jul 2025, 04:07
i had many such matches where i was going AFK and suddenly my teammates manage to drop comeback or even do a win at the end.
This is not uncommon. Agent 0/7/0 goes afk and suddenly the game is won. This is especially true in games like lol.
Sometimes it's easier to win if he hasn't loaded into the game and hasn't had time to feed the enemy team.
And the sooner such a player goes AFK, the better.And more chances to win.
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.

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 » 02 Jul 2025, 06:16

1000WATT wrote:
02 Jul 2025, 06:10
themagic wrote:
02 Jul 2025, 04:07
i had many such matches where i was going AFK and suddenly my teammates manage to drop comeback or even do a win at the end.
This is not uncommon. Agent 0/7/0 goes afk and suddenly the game is won. This is especially true in games like lol.
Sometimes it's easier to win if he hasn't loaded into the game and hasn't had time to feed the enemy team.
And the sooner such a player goes AFK, the better.And more chances to win.
Let's stay on topic please. This thread is about netcode behavior, packet handling, and state prediction issues in online shooters like CS2, R6S — not game theory around AFK teammates or match psychology.

If you want to discuss winrates with or without certain players, feel free to start a new thread.
Here we’re trying to understand the technical causes behind desync, fake interpolation, and inconsistent enemy visibility.

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 » 02 Jul 2025, 06:22

Back on topic: the core netcode theory in one short post

1. The server evaluates each client’s connection and silently decides how much data to include in every tick.
2. “Lucky” clients get large, full packets (complete snapshot in one tick).
3. Other clients get smaller, fragmented packets; the same snapshot is split across several ticks.
4. No packet loss, no jitter, ping looks fine — yet the “thin-packet” client must interpolate/guess, so:
• enemies appear to snap/teleport
• you react a tick (or more) too late
• instant deaths feel unavoidable
5. This creates a hidden competitive imbalance even under “perfect” network indicators.

That’s it. No BIOS magic, — just netcode behavior.
If you want to help, post your own Wireshark stats (avg / min / max packet size, tick interval) so we can confirm or refute the pattern.

User avatar
themagic
Posts: 464
Joined: 02 Jul 2024, 08:22

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

Post by themagic » 02 Jul 2025, 06:28

1000WATT wrote:
02 Jul 2025, 06:10
themagic wrote:
02 Jul 2025, 04:07
i had many such matches where i was going AFK and suddenly my teammates manage to drop comeback or even do a win at the end.
This is not uncommon. Agent 0/7/0 goes afk and suddenly the game is won. This is especially true in games like lol.
Sometimes it's easier to win if he hasn't loaded into the game and hasn't had time to feed the enemy team.
And the sooner such a player goes AFK, the better.And more chances to win.
dont know about lol and never played...

but i just noticed in val this:

i start play normal and try to make kills and be somehow useful in the first rounds and try win rounds but my teammates for some reason always underperform and some cant manage to make even kill and i am at top in tab by kills but always with some mates which still 0 kill and we lose all the first and more round by round and so on...

until...

but as soon i go afk and dont move for some rounds...my teammates start suddenly to hitreg normal and perform very well and even outperform all my tryhard work in the first rounds but where we still losed those rounds...


i just find such coincidence pattern hard unbelieveable but could observe this pattern many times and that just what i saw in spectate before/after going afk...


now the question: is my connection affecting other players performance and that why they suck and getting shit experience same issue like me or about what is that all ?

how this system throws me always in such disadvantage and bullshit with such patterns that i can clearly see ?
Last edited by themagic on 02 Jul 2025, 06:39, edited 3 times in total.

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themagic
Posts: 464
Joined: 02 Jul 2024, 08:22

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

Post by themagic » 02 Jul 2025, 06:31

rusihhh wrote:
02 Jul 2025, 06:16
1000WATT wrote:
02 Jul 2025, 06:10
themagic wrote:
02 Jul 2025, 04:07
i had many such matches where i was going AFK and suddenly my teammates manage to drop comeback or even do a win at the end.
This is not uncommon. Agent 0/7/0 goes afk and suddenly the game is won. This is especially true in games like lol.
Sometimes it's easier to win if he hasn't loaded into the game and hasn't had time to feed the enemy team.
And the sooner such a player goes AFK, the better.And more chances to win.
Let's stay on topic please. This thread is about netcode behavior, packet handling, and state prediction issues in online shooters like CS2, R6S — not game theory around AFK teammates or match psychology.

If you want to discuss winrates with or without certain players, feel free to start a new thread.
Here we’re trying to understand the technical causes behind desync, fake interpolation, and inconsistent enemy visibility.

You probably on right path...
Last edited by themagic on 02 Jul 2025, 06:44, edited 1 time in total.

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