caponew0w wrote: ↑31 May 2024, 13:21
I am dealing with inconsistent input lag and quite big hitreg issues for like 3 years now. I have tried this and I was impressed at first, but as always, placebo is placebo, at least for me. If it works long term for you I can only be happy.
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You should compare your results to one server which is always the same with stable performance.
Valve servers are trash and the floatyness depends mostly on server variance. A parameter which was always a shame at valve servers so valve solved it (by their typical way of pride pricks company) - they blocked players from viewing server variance values.
At csgo only at good servers the game was running crisp, without inertia and floaty unbroken aim. Good servers had max 3ms sv (almost no official server had this value, valve crap servers had usually 5ms in MM or 8ms in DM and even more). Above 4ms it had obvious impact. 10ms was considered as very bad (red) level.
In cs2 valve blocked this value but we can see that they raised the red level to 15.6ms which is absurdly high so "normal" values are even terrible 10ms numbers of variance. At this variance is the game running like total crap, with huge server sided delay and mouse laggy feeling, choky aim, aim inertia, muddy movement, uncontrollable sprays and choppy movement of opponents.
The reason is simple, the higher sv the more delay is added to computing all ticks and the worse is response to client.
At low server variance is aim crisp because only mouse and render input plays the role. At high server variance the aim is floaty because also server computing time input is added and every tick is different so everything in the game has unstable speed - aim, opponents movement, your movement, but also picture smoothnes persistence - at crap servers are frames noticably worse paced even with vsync on (even vsync cant iron it fully sometimes) and game feels less smooth with close to 60hz feeling.
I can relatively fast tell whether the server has low or high variance, its very easy to recognize, at high sv crap servers the opponents have more time to react, as everything is delayed, peekers and high pingers are feeling even more insane as there is another 10-15ms delay added on both sides, whatever i do in last moments, is fully ignored by server, flicks are shorter, last milisecond moves are ignored, bad sv server is turning the default game desync into a desync at steroides.
You will never solve any issues by testing it at valve dm servers as they are always different. At bad server its 1 K:D for everybody, because its hard to outplay others - reaction is useless, aim is floaty and movement is muddy. No matter what you do at your end.
Use some stable server which is always the same with the same performance, however its hard to tell which one, 3rd party servers performance differs during daytime and depends on their load. Also their aim and smoothness differs a lot vs valve, hitreg at wase is much faster than valve so you need to adapt. On the other hand, CPU intensity is also usually higher, i remember half year ago how i got rekt by xantares at wase without even being able to move how laggy and 60hz feeling the game was here at my 7600 non3D ryzen, so i bought 7800X3D + beefier gpu and wase dust2 was running much smoother then. Today it seems that this issue was partially done but these times it was horrendous how CPU intensive it was.