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animgraph 2 broke the rendering queues in CounterStrike 2

Posted: 26 Apr 2026, 22:44
by vnb
I am one of the rare people that own current last gens GPUs from both Nvidia and AMD.
I am writing this, in hope to be read by a Valve employee (I know some of them are lurking here 👀)
So essentially, before the animagraph 2 update both GPUs (9070 XT / 5070 Ti) performed about the same in CS2. No issue.

However since the animagraph 2 update of April 21th in CS2 I have noticed that my game is completely broken only with my AMD GPU. There is a heavy desync. Even though i have 600+ FPS with good 1% lows, it just doesn’t feel right at all.

hitreg is completely broken and inputs (key presses / shooting animations) are not in sync with the frames.
I have literally tried everything to no avail. There is only two things that seems to make a slightly bit of difference :

1) enabling Vsync (feels 20 %better)
2) AMD ANTILAG make the existing issue 10x worse

Both of those are linked to queues rendering which leads me to think, that since the animgraph 2 update there is serious rendering queues issue with AMD GPUs. Anti-Lag works by stalling the CPU to manage the GPU render queue.

So if AMD ANTILAG enabled makes CS2 WORSE since being on animgraph 2 it means that the RENDER QUEUE is too long, effectively staling the CPU for longer than necessary.


:arrow: How did i come to this conclusion:
Out of curiosity I took out the 5070 Ti from my work PC and used DDU on my Gaming PC to replace temporarily the 9070 XT by the 5070 Ti for testing purposes.

:arrow: Result :
The game feels completely normal (just like before with animagraph 1)
The duels are fair and the game doesn't feel descynced like with the 9070 XT.

:arrow: Notes :
-Those symptoms were not present on my 9070 XT before the April 21th animgraph 2 update.
-I cleared shader cache before testing each GPU and reinstalled CS2 each time

After a few hours of playing with the 5070 Ti i decided to use DDU one more time to put the 9070 XT and test again = game completely broken once again (heavy desync inputs / frames)


In conclusion :idea: : since the animagraph 2 update, something is definitely broken with AMD GPUs. The queues rendering seems out of sync.

Playing with a Nvidia GPU on animagraph 2 is same experience as animagraph 1 (not better or worse) but with slighly higher FPS (+7 to 10%)

:arrow: What i ask from you :

If you are a AMD GPU Owner (9070 XT, 7900 XTX, etc) please share if you noticed the same things? NB: i don't need any feedback from people with Nvidia GPUs so if you don't have any AMD GPUs avoid commenting pls.

So i guess Valve improved FPS by about 10% on Nvidia, great… But now they completely broke the rendering queus on AMD GPUs, Amazing!… :roll:

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 27 Apr 2026, 03:30
by mel
you should post this on HLTV forums

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 27 Apr 2026, 05:39
by cuaderno
7900XTX + 9800x3d. With a capped fps (fps_max 352 on a 360hz monitor), vsync off, freesync enabled, I did not have issues after the update. Enabling or disabling Antilag2 in-game didn't make a difference. Antilag disabled on Adrenalin.

EDIT: played 10min of community DM with Antilag2 enabled, antilag disabled on Adrenalin, and fps_max 0. No issues related to desync or hit reg.

EDIT2: now played DM with antilag enabled on Adrenalin, fps_max 0 and Ultra graphich settings to ensure I would hit GPU max load and for Antilag to be active to prevent it. I still did not notice desync or hitreg issues. I did notice the horrible framepacing and microstutters that happen when you let antilag dynamically cap your fps above refresh rate, but it has been this way before the update too.

Highly recommend to anyone else to cap below refresh rate and enabling freesync/gsync regardless of any issues, lol.

If you could share your full video settings and mention a scenario where it is easy to notice to desync you mentioned, I am happy to test further to try and reproduce.

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 27 Apr 2026, 11:36
by vnb
mel wrote:
27 Apr 2026, 03:30
you should post this on HLTV forums
Maybe, this is not a bad idea. The issue is all twitter, youtube and all those CS2 influencer with huge following only test on Nvidia GPUs nobody even botter to test on AMD GPUs… Which is in a way understandable because CS community was always heavily biased towards Nvidia.
cuaderno wrote:
27 Apr 2026, 05:39
7900XTX + 9800x3d. With a capped fps (fps_max 352 on a 360hz monitor), vsync off, freesync enabled, I did not have issues after the update. Enabling or disabling Antilag2 in-game didn't make a difference. Antilag disabled on Adrenalin.

EDIT: played 10min of community DM with Antilag2 enabled, antilag disabled on Adrenalin, and fps_max 0. No issues related to desync or hit reg.

EDIT2: now played DM with antilag enabled on Adrenalin, fps_max 0 and Ultra graphich settings to ensure I would hit GPU max load and for Antilag to be active to prevent it. I still did not notice desync or hitreg issues. I did notice the horrible framepacing and microstutters that happen when you let antilag dynamically cap your fps above refresh rate, but it has been this way before the update too.

Highly recommend to anyone else to cap below refresh rate and enabling freesync/gsync regardless of any issues, lol.

If you could share your full video settings and mention a scenario where it is easy to notice to desync you mentioned, I am happy to test further to try and reproduce.
Thanks for the feedback. I also have a 9800x3d. My monitor is a 500Hz OLED so I usually play either uncapped or with 500 FPS capped.
I have tried to put a lower refresh like 240Hz and cap my FPS and yes it definitely is better than uncapped.
believe me i have tried all combinations possible of VSYNC, ANTILAG, FPS capped or not, etc.
and as i said

1) enabling Vsync (feels better but by a small margin)
2) AMD ANTILAG make the existing issue worse

I would like to remind that this issue is only happening since the animgraph 2 update with a 9070 XT GPU and high FPS. My 5070 Ti is not affected at all.

The very confusing thing is that my FPS are still high (+500 easily) but the game feels horrible, literally can’t even strafe properly and animations are not in sync with the frames. Idk if it's only related to the Radeon 9000 series ?

At this point i'm waiting either from AMD a new drivers with potential fixes? or for Valve to examine that phenomenon.

Today i have tried a full windows reinstall on a different board i have (MSI B850 to Gigabyte X870) = same exact issue.
the weird thing is that after pulling out the 9070 XT and using DDU, then putting a 5070 Ti none of the above symptoms are present.

i'm not even a Ngreedia fan, i have a 5070 Ti only due to work related stuff but otherwise my 9070 XT is plenty for me.

This issue is only happening on CS2 since the animgraph 2 update, on every other FPS game i own there is no issue on 9070 XT.

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 27 Apr 2026, 12:07
by cuaderno
Man this is going to be tough to crack because what you are describing is so severe that it should be immediately obvious, but this is the first post I've seen here or hltv/reddit with the issue. So it might be something related with animgraph 2 + the rest of the setup somehow.

AMD is not as popular as nvidia, but remember when the first Antilag2 was released and triggered VAC there was still a sizeable number of complaints right away.

I tried some unusual settings to see if I could reproduce in my end, but it was still all normal here. : /

You can always try emailing the devs and give a more detailed issue, they listed a contact for email on the animgraph 2 beta patch notes.

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 27 Apr 2026, 13:41
by vnb
cuaderno wrote:
27 Apr 2026, 12:07
Man this is going to be tough to crack because what you are describing is so severe that it should be immediately obvious, but this is the first post I've seen here or hltv/reddit with the issue. So it might be something related with animgraph 2 + the rest of the setup somehow.

AMD is not as popular as nvidia, but remember when the first Antilag2 was released and triggered VAC there was still a sizeable number of complaints right away.

I tried some unusual settings to see if I could reproduce in my end, but it was still all normal here. : /

You can always try emailing the devs and give a more detailed issue, they listed a contact for email on the animgraph 2 beta patch notes.
Thanks again for your feedback. i am going to try emailing devs. For the time being i will avoid uncapped FPS and cap them because it does feel slightly better.

Uncapped do feel worse as the out-of-sync feeling worsen. For example when straffing in game even tho i stopped i still see my character moving (kinda like sticky keys). Also the enemies sometimes move in slow motion then a few seconds later they move faster. The hitreg is completely broken on the 9070 XT with uncapped FPS and i am getting lasered by ennemies.
All of this with 500+ FPS btw. Do you feel the same?

What bugs me the most is that NONE of this was present before the April 21th update. Game was perfect on my 9070 XT.

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 27 Apr 2026, 14:52
by cuaderno
vnb wrote:
27 Apr 2026, 13:41

Uncapped do feel worse as the out-of-sync feeling worsen. For example when straffing in game even tho i stopped i still see my character moving (kinda like sticky keys). Also the enemies sometimes move in slow motion then a few seconds later they move faster. The hitreg is completely broken on the 9070 XT with uncapped FPS and i am getting lasered by ennemies.
All of this with 500+ FPS btw. Do you feel the same?
No, I don't notice delay in movement after hitting a keyboard key or any sort of hitreg issue when uncapped. My problem with uncapped is how stuttery the camera/screen as a whole feels when I make a large swipe mouse movement + random small stutters that I notice on enemy movement due to frametime variations. Neither is severe, just annoying. Capping below refresh rate and enabling freesync fixes both of those instantly. 360hz OLED.

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 28 Apr 2026, 12:33
by kyube
vnb wrote:
26 Apr 2026, 22:44
So if AMD ANTILAG enabled makes CS2 WORSE since being on animgraph 2 it means that the RENDER QUEUE is too long, effectively staling the CPU for longer than necessary.
That's not what AMD's Anti-Lag (1) does, nor is that how the pipeline works
vnb wrote:
26 Apr 2026, 22:44
In conclusion :idea: : since the animagraph 2 update, something is definitely broken with AMD GPUs. The queues rendering seems out of sync.
That's not a conclusion rooted in anything. In fact, it's base is extremely flimsy.
This is anecdotal data without any previous, concrete data source and bound by a strong human bias.
I see that I've been reported by someone in here due to wanting concrete proof in form of FrameView graphs...
Not only that, even the link I provided to FrameView has been sniped, so I'll do it again :D

https://www.nvidia.com/en-eu/geforce/te ... frameview/

Feel free to share your findings using tools meant to be used for this topic.

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 29 Apr 2026, 11:37
by vnb
cuaderno wrote:
27 Apr 2026, 14:52
vnb wrote:
27 Apr 2026, 13:41

Uncapped do feel worse as the out-of-sync feeling worsen. For example when straffing in game even tho i stopped i still see my character moving (kinda like sticky keys). Also the enemies sometimes move in slow motion then a few seconds later they move faster. The hitreg is completely broken on the 9070 XT with uncapped FPS and i am getting lasered by ennemies.
All of this with 500+ FPS btw. Do you feel the same?
No, I don't notice delay in movement after hitting a keyboard key or any sort of hitreg issue when uncapped. My problem with uncapped is how stuttery the camera/screen as a whole feels when I make a large swipe mouse movement + random small stutters that I notice on enemy movement due to frametime variations. Neither is severe, just annoying. Capping below refresh rate and enabling freesync fixes both of those instantly. 360hz OLED.

After extensive A/B testing between the RTX 5070 Ti and RX 9070 XT, including multiple clean driver installs (DDU) and even fresh Windows installations, I finally figured out the root cause.

Counter-Strike 2 caps your framerate at 400 FPS by default (fps_max 400) for a very good reason.

Any FPS cap under 400 FPS, combined with VSync, Anti-Lag, or Reflex, works perfectly fine with zero issues. However, the moment I tried to take full advantage of my 500Hz OLED monitor by playing either completely uncapped or with a 500 FPS cap, problems started appearing.

Here's what I observed:

On community Deathmatch servers, the longer I played, the worse it got. The same thing happened on KZ servers. This behavior was consistent on both the 5070 Ti and the 9070 XT.

As soon as I locked the game below 400 FPS, all the problems disappeared instantly. VSync and Anti-Lag started functioning exactly as they should.

My conclusion is that the current Source 2 engine (particularly animgraph2) simply does not handle frame rates significantly above 400 FPS well yet. That’s almost certainly why Valve set the default fps_max to 400.

I can’t believe the fix was this simple after everything I tried. I spent days troubleshooting with driver swaps, clean installs, and different cards — only to discover the game itself wasn’t ready for high frame rates above 400.
Unfortunately, I now have to drop my monitor from 500Hz down to 360Hz to keep things stable.

Re: animgraph 2 broke the rendering queues on AMD GPUs

Posted: 29 Apr 2026, 13:44
by cuaderno
Hey, I am glad you figured it out!

Maybe leaving the monitor at 500hz and enabling just freesync/gsync (without vsync) would work as well with a 400 fps cap?