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

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

Post by rusihhh » 02 Jul 2025, 06:33

themagic wrote:
02 Jul 2025, 06:28
...
Very interesting observation — thanks for sharing it.

I’ve also started wondering if things like AFK or alt-tabbing might indirectly affect the way the server treats that player’s connection.

Think about it:
An AFK or disconnected player sends/receives far less gameplay data.
That could shift server-side bandwidth or change how snapshots are batched for the remaining players.
Strangely enough, I’ve seen similar patterns — someone leaves or goes idle, and suddenly the game feels smoother or packet sizes go up.

Could be coincidence… or it could be a side effect of dynamic netcode load balancing.

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

Post by RealNC » 02 Jul 2025, 06:51

JimCarry and ahead are now banned permanently.
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The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.

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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 » 02 Jul 2025, 06:54

RealNC wrote:
02 Jul 2025, 06:51
JimCarry and ahead are now banned permanently.
Great job! You cleaned them until they shined!

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

Post by themagic » 02 Jul 2025, 06:56

rusihhh wrote:
02 Jul 2025, 06:33
themagic wrote:
02 Jul 2025, 06:28
...
Very interesting observation — thanks for sharing it.

I’ve also started wondering if things like AFK or alt-tabbing might indirectly affect the way the server treats that player’s connection.

Think about it:
An AFK or disconnected player sends/receives far less gameplay data.
That could shift server-side bandwidth or change how snapshots are batched for the remaining players.
Strangely enough, I’ve seen similar patterns — someone leaves or goes idle, and suddenly the game feels smoother or packet sizes go up.

Could be coincidence… or it could be a side effect of dynamic netcode load balancing.
yes something clearly goes behind the scenes and i noticed this afk thing not only about me and if i go afk but just if some random player leaves match and disconnects/reconnects and then after something changes clearly and myself could notice improvements many times after in such moments too...

like if some player disconnects and suddenly after i feel how i can land some hits again...crazy stuff.

i dont think that this all about just coincidence...

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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 » 02 Jul 2025, 07:02

nice fix, just stay afk.
next gen fix: dont turn on pc.

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

Post by themagic » 02 Jul 2025, 07:15

Slender wrote:
02 Jul 2025, 07:02
nice fix, just stay afk.
next gen fix: dont turn on pc.
that what they want me to do at the end...


cause the experience which i have here is not fun at all and with all those observations i make and patterns...

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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 » 02 Jul 2025, 07:19

themagic wrote:
02 Jul 2025, 07:15
Slender wrote:
02 Jul 2025, 07:02
nice fix, just stay afk.
next gen fix: dont turn on pc.
that what they want me to do at the end...


cause the experience which i have here is not fun at all and with all those observations i make and patterns...
that can be explain.
when you not move, outgoing packets not sending to server. If your packets has "jitter", or some "instability", the server may take longer to process them. but these are just my hallucinations.

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

Post by themagic » 02 Jul 2025, 07:35

Slender wrote:
02 Jul 2025, 07:19
themagic wrote:
02 Jul 2025, 07:15
Slender wrote:
02 Jul 2025, 07:02
nice fix, just stay afk.
next gen fix: dont turn on pc.
that what they want me to do at the end...


cause the experience which i have here is not fun at all and with all those observations i make and patterns...
that can be explain.
when you not move, outgoing packets not sending to server. If your packets has "jitter", or some "instability", the server may take longer to process them. but these are just my hallucinations.

so the fix for me to play normal again also will be this:
is try to move very very slow like snail and try to stay around same place spot as long i can...so the server can better predict my skill haha and has time to fix all the instability in the match...


btw i noticed such pattern in deathmatches very hard and if i try to move/stand at same place as long i can...my hits start to connect much better and i start to track and see enemies better which comes around corner. same goes for cs2 deathmatches...

but as soon i start to move much again in map or just change position a little...everything again broken and out of sync and fast ferrari enemies kill me in milliseconds... :lol:


just another more funny coincidence guys.

1000WATT
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Re: The Game Feels Sluggish, Enemies Are Too Fast, and You Die in a Millisecond

Post by 1000WATT » 02 Jul 2025, 11:13

rusihhh wrote: 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 wrote: If the game thinks your connection is stable, it may send larger packets that contain more data (e.g. 10 gameplay frames worth).
If it suspects issues — even in the absence of real packet loss — it may start sending smaller packets with fewer frames of data.

The server continues sending data, so you see zero loss.
But your client is now forced to interpolate or wait for more updates — causing you to constantly “chase” the server state instead of being up-to-date.

But when packets are intentionally reduced in detail, those signs may be absent — the game stays "smooth", but the responsiveness suffers.

The result is a massive disadvantage for many players, especially those whose connection is falsely labeled as "stable" by the system.

This completely breaks the idea of fair competition.
There can be no real competitive integrity if the netcode favors certain clients with richer data and leaves others with predicted junk.
If it suspects issues
It is human intuition that can suspect something. The code reacts to changes and if this happens there is a reason for it.

Excellent theory.
This means that the server has a psycho-emotional state and, based on its own views on life and hormonal background, makes a decision to send small packets to players regardless of their internet quality.
rusihhh wrote: And unfortunately, this kind of logic punishes players who happen to be routed through cleaner connections,
leaving them with delayed or reduced awareness — while others with noisier traffic get full updates for compensation.

That's why it matters — not because it's evil, but because it's invisible and breaks fairness.
rusihhh wrote: 4. No packet loss, no jitter, ping looks fine — yet the “thin-packet” client must interpolate/guess, so:
• enemies appear to snap/teleport
no jitter How is this even possible? Is this a parallel universe? 0.1 ms jitter is already jitter.
With this approach, all your efforts and the looped repetition of the axioms you invented have nothing to do with network latency.


Let's highlight this part
rusihhh wrote: If the game thinks your connection is stable, it may send larger packets that contain more data (e.g. 10 gameplay frames worth).

I lost because I have bad internet.
rusihhh wrote: And unfortunately, this kind of logic punishes players who happen to be routed through cleaner connections,
leaving them with delayed or reduced awareness — while others with noisier traffic get full updates for compensation.
I lost because I have good internet.

The contradictions in your theory have satisfied everyone. Now everyone has a reason to say: it's the game engine's fault and there is no fair competition.

Donk with ping 1ms suffers unbearably somewhere in bronze in AFK. :lol: https://www.youtube.com/watch?v=YNOtAJB ... vLADOPARD2
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
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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, 11:36

1000WATT wrote:
02 Jul 2025, 11:13
...
Dear 1000WATT, with all due respect — your reply is emotionally charged but entirely misses the technical point.

Nobody said the server has a “psycho-emotional state.” That’s your strawman.
What was actually described is that **the game engine uses heuristics** to evaluate connection quality and **dynamically adjust packet behavior** — which is common in modern netcode.

If a packet is delayed, dropped, or malformed, the engine may decide to reduce packet size/frequency to avoid further loss.
Conversely, stable connections may be granted fuller updates — not as a reward, but as an optimization strategy.
This is **not intuition**, it’s conditional logic based on traffic behavior, RTT variance, and delivery success.

You also mocked “no jitter,” saying it’s impossible.
But in practice, a *reported jitter of 0* in tools or telemetry often just means “less than 1 ms deviation.” It’s shorthand, not a literal absence of timing delta.

Finally — if you're going to debate a theory, challenge it with facts or counter-data.
Not sarcasm, YouTube links, and jokes about hormones.

Let’s stay on topic:
The thread is about **how packet structure and delivery mechanics affect player experience**, even when ping and loss appear fine.
If you have something to contribute — like real Wireshark captures or engine insight — that would be valuable.

Otherwise, please refrain from derailing the thread further.

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