Re: Fast enemies ferrari peaks and so (cs2 valorant input lag))
Posted: 12 Sep 2024, 17:05
Try to play in a friends account who is hardstuck at gold/dia/plat. Sometimes I can't hit a single shot in their account and get <1 k/d. Meanwhile my main account peaks at Asc3, and my current alt account is ranked 2511 in europe. I really believe i can hit radiant, then i will delete the game because this is not a skill based game at all.cl_predict wrote: ↑09 Sep 2024, 16:47This gambling theory doesnt make sense for me … if u have no desync and u train hard and become good, your win % will follow, I was in this case. You can reach high elo even with this « desync/no time to react/input lag issue ». I fight this problem since 2019-2020 and I’m 3.5k elo on faceit, radiant on valorant. (But my valorant acc for exemple dropped from 1.6 to 1.1 kd, can’t hard carry some games like before etc… I had to change my gameplay for sure, that’s the sad part of this issue too). But I already reached radiant rank with new accounts really fast while playing with this issue (I had to train/grind 2 times more than I usually do tho). If someone tells you that you can reach REALLY HIGH elo without training or grinding if you have perfect game feeling, he is lying to you.
The difference with different elo accounts is huge! I mean, even the movement speed is different. I can prove that some Gold accounts move slower. It is so obvious but no one talks about.
This game literally alters your gameplay for 50% winrate. I am not even talking about rigged matchmaking system.
There is an algorithm in the game that decides for an interpolation window. What i mean by an interpolation window is each player's interpolation time window is different.
For example:
Player 1 has 100ms interpolation window,
Player 2 has 200ms interpolation window,
Player 1 starts spraying Player 2, lands 2+ bullets
100ms After Player 1 started spraying Player 2, Player 2 starts to spray back, lands 1 bullets.
But the server is interpolating up to 200ms in future for player 2, and 100ms later for player 1. In the interpolated future, player 2 has landed more bullets and killed player 1.
In player 1's screen she started spraying, landed multiple shots, then all of a sudden player 2 landed 4+ in an instant and killed player1.
People say this is a desync issue, but it is just a simple lag compensation.
The problem is, this lag compensation match rigging system changes every match/every round. To make the match longer or to make you loose or win.
I've experimented with artificial latency (clumsy) too. I even modified clumsy for activating packet delays on outgoing packets when i start to move, In some games this gave me a very large advantage. But in some games I just started to be glitching. One game was working fine with 50ms movement lags. And in the other game I was teleporting back.
This is how i figured out that my interpolation window was changing for every match and sometimes every round if i got k/d higher than 2.