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Counter Strike Global Offensive Netcode Analysis

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Recently Overwatch and Battlefield 1 started to continuously beat CS:GO in my tests. But since I last tested CS:GO in January it's time to do a thorough analysis of CS:GO to find out if it's netcode has really been beaten by the younglings. ► Support Battle(Non)Sense: https://www.patreon.com/battlenonsense ----------------------------------- About the CSGO Beta: ----------------------------------- I tested the release version of CS:GO, not the beta channel. The changes that were done on the beta channel so far (bandwidth limits increased, etc.) should not affect any of the test scenarios that you see here in this video. But once these changes get rolled out to the release version of CS:GO I can revisit the game and test it again. Then this video will be used for reference to find out if their changes affect any of the test cases I used here. ----------------------------------------------------------------------------- why I did not test cl_interp_ratio 1 at 128 ticks: ----------------------------------------------------------------------------- As you have seen in the video, the LERP difference @64tick between cl_interp_ratio 2 and 1 is 15.6ms which only results in a delay decrease of about 7ms - and that is one single frame at a 144Hz display refresh rate The LERP difference @128tick between cl_interp_ratio 2 and 1 is only 7.8ms (half of what it is at 64ticks) - which means that we are entering into an area here that is barely (if at all) measurable when using 144Hz monitors So because of this I decided that it's not worth to spent an extra 2 to 3 hours on testing cl_interp_ratio 1 @128ticks as the outcome was quite obvious and I simply do not have an infinite amount of time to spent on these videos. I actually already spent about 2 times longer on the production of this video than I originally planed (and the plan was to do input lag tests too). :-/ ➜ Previous video: https://youtu.be/0FSQp7iG3Cw ➜ Next Video: https://youtu.be/L07t_mY2LEU ► Connect with me: ➜ FB: https://www.facebook.com/BattleNonSense ➜ twitter: https://twitter.com/BattleNonSense ➜ email: chris@battlenonsense.com ► My Machinima Channel: ➜ http://bit.ly/1bxw9HX ► Outro Music: Many of you asked me whats the name of the song that I use in the outro. Sadly I have to tell you that it is not a "song". It is a custom made music to be used for intros/outros that I bought a while ago.
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Text Comments (329)
McHarambeface (2 months ago)
pubg should learn
KeFF J (3 months ago)
So there is no need for interp ratio 1 on 128 tick servers? Because it actually feels better, could be placebo tho.
Deus Ex Machina (5 months ago)
What effect does host_timescale have on lag? Can you even set it lower than 1 server-side?
Lord Mooty (5 months ago)
64 dudes
Oh Pulse (7 months ago)
The worst is when a high ping player peeks you on csgo and ur just holding the angle they can kill you without you seeing them sometimes or barely even seeing them it's so dumb
NIGHT2PWN (8 months ago)
now do pubg netcode AHWAHWHAHAHHAHA desync all day
Филип Пешић (9 months ago)
"But once these changes get rolled out to the release version of CS:GO I can revisit the game and test it again." Just do it :)
Games Tech (1 year ago)
Hey i am not good in English what is the best settings. I have 144 Hz monitor and playing in Dubai servers 70-90 ping at 64 tick rate in cs go what the best value i can use in game ? thanks
Anderson Junior (1 year ago)
cs go is perfect with the hit detection on serverside is super fair
K 6 (1 year ago)
Cool video! On the same set up, can you test the network performance of the game called Dirty Bomb from Splash Damage?
Bogdan Georgescu (1 year ago)
Should I use cl_interp_ratio 1 or 2 if I have ~40-60 ping, 0 packet loss, 0 choke, good stable high-speed wi-fi connection? What about cl_interp? 0 or default 0.031?
Stream Vader (1 year ago)
all of your videos explaining this stuff <3
KevinC. aka Hitman (1 year ago)
This video answered alot of qeustions, nicely explained! Thanks.
Zoddom (1 year ago)
Chris, I write to you in a very desperate time of my gaming career. I have played 1.6 competitively for about 5 years and now I play CSGO for about the same amount of time, however I cannot compete at the level I was once able to. Even though I train much more and play much more than I used to back then. When playing, it just feels like I dont stand a chance because either the enemy sees me earlier than I see them, be it when peeking or when holing an angle, or my shots just fly through the enemy and impacting in the wall behind him without doing anything. I have perfect competitive settings, I tried every supposed fix I could find, I moved from Saarland to Berlin (stayed with Kabel Deutschland) and its still the same. Even my hardware completely changed over the last 5 years. I really tried hard finding out whats going on, recording tons of footage to try to find a clue (as can be seen on my channel), but Ive lost all hope. Most of the CSGO community doesnt even take you seriously when you start talking about hitreg, so it just seems impossible to even find a clue about whats possibly wrong if at all. I write to you in a desperate hope that you might want to consider doing a more thorough analysis of the CSGO netcode and its specifically its hitreg, or maybe just provide some ideas or tips on how to tackle this possiblr issue. I just dont know what to do anymore, CS has been a part of my life since childhood and the current state is just unbarable for me. I like your content and I thinm youre doing a VERY important job educating the gaming community. Thats why I call to you for help.
Broom (1 year ago)
i would love to see you compare the input lag of css and csgo. csgo feels sluggish.
Cr3WProductions (1 year ago)
Hello, maybe somebody could help me. My SV and VAR go "red" often on 128tick servers (especially on faceit), while im perfectly fine on 64tick servers. Thanks in advance!
Chine Souf (1 year ago)
create new fresh autoexec and verefy integrety of game files , in some how , i had same probel and get fixed by this method
Igor .Gaan (1 year ago)
Emptying half a P90 mag point blank into a guy but then seeing in the killcam how only 2 rounds came out and hit the enemy once makes a horrible game.
eLf (1 year ago)
Hi Battle(non)sense, do you have test results input lag for nvidia option in control panel: Maximim pre-rendered frames in CS-GO or other games?
Gero Veglia (1 year ago)
SHHAG (1 year ago)
Whats that map Chris is playing on at the beginning of the video ???
giou (1 year ago)
I appreciate your work, keep it up
dartanan (1 year ago)
Thanks for this very good video.
Saftcore H (1 year ago)
So if you would play a competitive match that is played 100% fair you would need a local server that is connected with 10 computers with same the hardware... Wich means if you play on the standard 64 tick servers by valve almost every match you play will be unfair. Since no one has the same input speed and output from their monitors accordingly.
insioni (1 year ago)
i wish i was earning (hopefully in 4 years :p). So much to give back to people for quailty stuff like this, im gonna be broke for a quite a while xD
smokeydops (1 year ago)
Thank you for your commitment to science!
Namenlos (1 year ago)
Wie hast du das getestet? Hast du nen richtigen Server in nem Rechenzentrum gemietet, nen CSGO-Hoster bemüht oder das lokal gehostet und dann die Paketlaufzeit simuliert? Im LAN hosten wäre am besten, weil dann der jitter gleich null sein dürfte. Hoster ist schlechter als eigener root Server, weil man nicht weiß, ob andere CSGO-Instanzen auf der selben Hardware mitlaufen.
Namenlos (1 year ago)
Ja, dafür hättest du aber einen "sauberen" Versuchsaufbau ohne wechselnde Bedingungen. Was hast du denn verwenden? Ich schätz mal Hoster, weil günstiger/einfacher/schneller eingerichtet als root?!
Battle(non)sense (1 year ago)
competitive server von multiplay tests im LAN würden nicht dem entsprechen was man als Spieler in der "Realität" antrifft. ;)
Jacob Thomasee (1 year ago)
Another great video! Keep up the good work.
Namenlos (1 year ago)
128er (gegenüber 64) tickrate hat doch auch den Vorteil, dass die Physik (Positionierung der Spieler usw.) genauer stattfindet, oder ist das falsch?
Namenlos (1 year ago)
ps: weil du auch selber sagst, dass die tick- eigentlich nichts mit der update-/cmd-rate zu tun hat
dhuranwtf (1 year ago)
what an awesome channel, love it
Hugo Azevedo (1 year ago)
Halo 5 and Gears 4?
Battle(non)sense (1 year ago)
To be able to test on console I'd need: - 2 consoles - 2 X-Box Live - 2 Copies of the game Right now this is sadly too expensive to afford. :(
radical Polio (1 year ago)
Just found your videos, I'm highly impressed. Keep it up!
12Burton24 (1 year ago)
Well exactly that problem you showed with player one and two I have in CS GO. I have most of the time a ping between 15 and 30 and other players have a ping between 40 and 100.... Its fucking anoing if you get hit behind the wall. The other player still see you on his screen but you cant see the enemy anymore
ITGFlash (1 year ago)
Great video Battle(non)Sense!
V4Y4MIERD4DENOMBRE (1 year ago)
Destiny netcode analysis please
V4Y4MIERD4DENOMBRE (1 year ago)
one psn and one digital Destiny, too expensive the two PS4 anyway :(
Battle(non)sense (1 year ago)
To be able do the same kind of tests on console I would need: - 2x Playstation 4 - 2x PSN - 2x Destiny This is sadly too expensive to afford -at least at the moment. I tried to crowdfund this hardware but that attempt failed.
Fabeyy (1 year ago)
I'm curious how you "faked" the high ping. Did you use some kind of Limiter?
Fabeyy (1 year ago)
Danke! Und wenn wir schon dabei sind, warum ist der Ping-Wert in der Konsole (in der Konsole "ping" bzw. status eingeben) noch einmal deutlich höher als der NetGraph- und Scoreboardping? 3 verschiedene Ping-Werte, ist schon ein bisschen verwirrend. x)
Battle(non)sense (1 year ago)
Softperfect Connection Emulator
Dane (1 year ago)
Very informative, thanks for the hard work. I'm in college and have no money to donate but you earned my sub sir.
ALDORICCOFTW (1 year ago)
as always awesome job keep it up!
crazyfrisbee23 (1 year ago)
ha, den oesterreichischen dialekt erkannt, und die youtube about bestaetigts :D gruesse aus wien!
Battle(non)sense (1 year ago)
Gruß zurück aus Tirol!
Robenter (1 year ago)
When you compare your results from other games are you able to take into account the location of where the game servers are being hosted? The difference may be negligible, I don't know.
Battle(non)sense (1 year ago)
+Robenter Yes, it's the CMD ping. I can find servers with lower pings in some of these games. But to provide results that then be compared directly I always try to test on servers to which I ping 25ms, Only in a few games that was not possible like R6S and BO3.
Robenter (1 year ago)
Hmm, I never noticed that under the title... So except BO3, the ping is 25ms for all? Wow, that is amazingly consistent. (Cmd line ping instead of client displayed ping, right?) Do you know if these game servers are co-loacated, I wonder. I play on console so I don't know much about how game servers are deployed. Well if all the pings are the same you don't need to bother with subtracting the pings since it would not affect how the results compare to each other. So my original thought of your results maybe being affected by server location doesn't apply. I would say your accuracy is pretty solid!
Battle(non)sense (1 year ago)
+Robenter that is the value that you see below the title of the game in the results chart.
Robenter (1 year ago)
Maybe you could ping the game server from the command line before and after the test and then subtract that value from your test results.
Battle(non)sense (1 year ago)
I am actually considering to do something like that in future videos. I am just not sure how in order to be transparent with the measured results. :-/
TheRimStain (1 year ago)
can you please do a vid on why bf1 @60 is so close to csgo @128? great vid thanks man
Battle(non)sense (1 year ago)
the tick and update rates are just 2 factors. the efficiency of the client and server play a very big role too as they need to process the incoming data and produce new data. If that process takes very long then this adds a lot of additional delay. Both Blizzard and DICE have build a very efficient framework for their games now.
wizzzer1337 (1 year ago)
only in CS:GO you see Brazilians play in RU servers
Battle(non)sense (1 year ago)
That you see in Rainbow 6 Siege and Battlefield 4 as well.
Legendary Noob (1 year ago)
When are you gonna start up your speculative design concept videos again? Thoes where so good. I think the best time to strike is when the iron is hot. When intrest in battlefeild is at a high point, and before the next game gets too far in the works, is when you should start proposeing ideas to improve the game. Give the people who will shout on forms something intelligant to say. So when the devs get flooded with hate comments after the games release, some of them migh be regurgitating something productive so the devs have time to fix any serious issues or cadual friendly content before the next game.
Battle(non)sense (1 year ago)
I do have a few concept ideas but most of them depend on the final design of BF1.
Legendary Noob (1 year ago)
Thats great to hear. Your concepts where so good and well thought out. I bet you felt pretty big after they announced pilots and tank drivers had their own class? Ha!XD Where you already planning to do more concepts?
Battle(non)sense (1 year ago)
Concept videos will return after the release of BF1. :)
V4Y4MIERD4DENOMBRE (1 year ago)
Fake Wiener (1 year ago)
Considering how old the Source engine is, pretty good results for CS:GO compared to titles from 2016.
dakhaas300 (1 year ago)
Consider how little has to be transferred to each player, compared to battlefield for example, where 64 players need updates of everything and allot more of it happening on a larger map at 30 or 60Hz...
MrKillius (1 year ago)
Bf also has 120/144hz servers
Battle(non)sense (1 year ago)
It has (as you can see in my older videos where I explain in detail how that works). But these are ridiculously expensive. The 60Hz upgrade for my 8! Slot test server did cost me an additional $15,- per month. 120Hz would have cost me even more. :-/
Gary Lockett (1 year ago)
You only spent 60 hrs on all of that!? Thats some epic research mate, well done, and thank you :D
Chilly Rama (1 year ago)
Will you be doing any video's on the BF2/2142 revive project?
Battle(non)sense (1 year ago)
I have mentioned these in the past when I showed BF2 mechanics in my videos. But right now I do not have any plans to do a video about BF2/2142. However that might change once I do a video about the spotting in BF1.
Paulo Dias (1 year ago)
Thanks man, nice job Congratulations from Brazil
shotgun1321 (1 year ago)
I don't even play CS:GO and this video was still thoroughly enjoyable.
Stargateur (1 year ago)
very usefull !!! ♥
Rush (1 year ago)
New CSGO Update with better rate http://blog.counter-strike.net/index.php/category/updates/
Battle(non)sense (1 year ago)
These rates are only about how much bandwidth your client is allowed to use. They do not affect how frequently you send/receive data which means these have no effect on the delays as long as the client did not bump into the old limits _(which it didn't in my tests as there were just 2 players on the server :) )_
Rlaxox (1 year ago)
Fantastic video!
Patch Rowcester (1 year ago)
Excellent video. Thanks for all your hard work.
Kai Read (1 year ago)
so.. for cs:go players who have (me for example) more than 50-100ms ping on 128 tick server should use cl_interp_ratio 1? and cl_interp to default? and same on 64 tick?
Kai Read (1 year ago)
thanks, great video was really interesting and really informateve thanks again.
Battle(non)sense (1 year ago)
at 64ticks the delay difference between cl_interp_ratio 1 and 2 is effectively just 7ms on average. At 128ticks it's half of that. So unless you play on a highly competitive level I see little gain in using cl_interp_ratio 1
Skylice (1 year ago)
Christ I have a question: why do games like to send/receive updates periodically instead of only when change happens in the game? (Taking damage, fired a gun at someone, etc). Wouldn't that save lots of resources for both client and server?
monkChuck105 (1 year ago)
This is the difference between on demand rendering (used for applications) and rendering loops (used in gaming). Sure it's possible that players might randomly stand still for several moments, but the vast majority of the time something is changing, even switching weapons requires communication with the server, which then causes a change in rendering for other players. It simply makes more sense to constantly send and receive information than to try to decide when to send info and when not to, and the savings would be insignificant. As compared to a say a web page, where it is typically loaded once much of the interaction occurs client side, with a slow refresh rate. Obviously, streaming videos are different.
Scotty McLean (1 year ago)
you would still need something constantly checking to see if anything happened. think about a game of Marco Polo. Marco can't shut the fk up cus he keeps pinging out "where the heck are you polo?? I'm blind af". in other words, if polo just said his name whenever he wanted to, marco would likely get lost and confused. Polo keeps moving tho.. if he just stood still, it would be easy for marco to win (unless he has bad hearing). since players in game are constantly moving, it inly makes sense for mar- err.. I mean the server, to constantly keep checking what's going and and what has changed.
mgs85 (1 year ago)
Because changes are always occurring?
wReckLesss (1 year ago)
Wow, amazing production value and information. I learned something today.
Adam (1 year ago)
@Battle(non)sense Can you make a Bad Company 2 netcode analysis please? i know its gonna be terrible but very interested in the results.
Adam (1 year ago)
+Battle(non)sense Thanks, lately been playing alot of BC2 on PC, do you have any optimization tips, graphical or network?
Battle(non)sense (1 year ago)
BC2 is indeed pretty "bad" https://youtu.be/BfyMAtk79Q4?t=12m12s
littlegilgi (1 year ago)
what about 128 tick with cl_interp_ratio 1? If you have good enough internet, packet loss isn't an issue
Battle(non)sense (1 year ago)
See the description of the video regarding 128tick cl_interp_ratio 1 (it reduces the lag by less than 4ms which is less than one frame at 144Hz which means that the lag decrease is so minor you can literally not see it) You internet connection (router<->ISP) does not guarantee that you have no packet loss because packetloss can happen at any hop between your ISP and the target server.
Keegz (1 year ago)
Neil Degrasse of gaming
deepsky (1 year ago)
Why are you calling him a retard?
Arjen Singels (1 year ago)
Great stuff!
Daniel Lancioni (1 year ago)
I'm a console gamer (pls don't judge), yet I religiously watch your videos and find them fascinating. You do not get the views/subs base that you deserve.
Demarini71691 (1 year ago)
Awesome vid, how would CS 1.6 perform in comparison I wonder.
mercotui (1 year ago)
wow, top notch video!
mercotui (1 year ago)
subbed for sure :D
i would like to add your brain into my brain. thanks!
cfx (1 year ago)
I'd be really interested in seeing a semi-related comparison between vsync-on and vsync-off. Not sure how you'd set up a test though.
Caepoh Basics (1 year ago)
Nice work! I really appreciated
DarkInPeace (1 year ago)
This proves the conspiracy theory my friend and me came up with: Valve lets their artists write netcode for their games! We also strongly suspect Rockstar to use this strategy as well.
faiAre (6 months ago)
Ignorant and uneducated reply. Did you even watch the video? CS:GO's netcode is the best of all modern games, more so at 128Hz. Interpolation is the main issue but if you want online play there is simpy not an option that excludes interpolation unless you like to watch players teleporting around the map differently for all players. This is why LAN events are hosted, because that effectively removes all of that and it's not a factor. Because for PRO games that really matters as you might have seen. Still, you should honestly fucking delete this ignorant comment, because it makes you look stupid as fuck. Just saying...
chedca (1 year ago)
i wish you had explored the difference in perspective between a player with client interp turned off ("cl_interpolate 0") and a player with default rates, and trying to hit him as he runs behind cover etc
chedca (1 year ago)
very valuable and appreciated analysis so many conflicting and vague articles on engine settings out there on the internet and absolutely 0 instruction from valve outside the cvar comments. it took me an unbelievable amount of trial and error to gain an understanding of how the client and server communicate and to why the client is presenting the information it is - new generation players are LUCKY to have this guide and to have even some of these values explained to them graphically.
Just Gusta_Cz (1 year ago)
Holy shit, that was the best video!
James Moran (1 year ago)
Really well done video, subbed! :)
VentelTeiment HD (1 year ago)
So basically if Valve will update servers to 128 tick i will probably deal damage with knife backstabbing more often cuz i died a lot because i did not do any damage...
Flanger (1 year ago)
Yesterday CS:GO team announced new change in netcode. Now you can set *rate* CVAR (which governs how much overall bandwidth can your cs:go client receive) to *786432 bytes*/sec (not bits), which is effectively around 6mbps! They even warn players, who have slow connection about potential packet loss due to possible high bandwidth bursts :D Now what is really interesting, is actual data rate client needs to operate. I've tested on both 128 and 64 tick servers (community and valve casual), with 10x10 active players and traffic was around 500-650kbps ingress, occasionally bursting to 850kbps and ~100kbps egress. With 1 hour of active play in high pop server, I never registered bandwidth exceeding 1mbps. Wonder what was the purpose of that update :D With my 80mbps symmetric fiber, I could put it to good use.
Ungoogleable o_O (1 year ago)
I was about to ask why anybody would nowadays have packet loss but you basically answered my question: because of congestion.
REASAND5 (1 year ago)
exchange whatever rate value you have (8000 defaul, 128000 for 128 tick) for 786432 in your autoexec (!)
Flanger (1 year ago)
Type "rate 786432" without quotes in console.
JokerTheJoke (1 year ago)
Nice but how do I change that exactly?
Fabi33677 (1 year ago)
just as a reminder cs go is from 2011 ;)
Sammy Diamond (1 year ago)
I would love to see one of these but with CS 1.6
GraffyV (1 year ago)
I would say the next game you should test should be Combat Arms. I'm just curious on the result you'll find
Bishamon (1 year ago)
Loved the video, very informative. Thanks for putting it together!
fejk (1 year ago)
Good video. Learned a lot about netcode in games from it. But I have one question. If I go to LAN tournament with 1-5ms ping and no packet loss should I change my interp ratio to 1 to have an edge over my opponents or it isn't worth it?
JokerTheJoke (1 year ago)
I would do it!
Skitzotech Gaming (1 year ago)
Well done friend keep up the good work
SantaShocker (1 year ago)
black ops 3 EleGiggle
Francis Edits (1 year ago)
That was a really good video. Thank you for yout explanation, you're the man.
Duwayne (1 year ago)
why leave out 128/128, interp_ratio 1, and you left out the smoother movement with 128 over 64, ie someone moving left and right over and over, or someone looking around while moving. good video tho. and fyi 20% isn't "small", you keep refering to 10 ms as "small" but 40 vs 30 is 20% and ingame it's noticeable.
Nyyppis (1 year ago)
Thank you Chris for your hard work and dedication! Amazing stuff all around with the graphics and clearly explained concepts.
ericsbuds (1 year ago)
great analysis, as always. keep up the good work! I hope valve does this sort of research on their own stuff, lol.
ericsbuds (1 year ago)
they just changed the default rate and increased the maximum. like yesterday or something.
Stickbo (1 year ago)
you should really post this to the globaloffensive subreddit. drink in that sweet karma man. very well done as always Chris.
TriX Gaming (1 year ago)
Very nice video ! Keep it up ! :)
vooduuke (1 year ago)
So what about the new rate command? Setting your rate at max with a good connection is the best route I assume?
Battle(non)sense (1 year ago)
that rate is for the max. amount of bandwidth the game is allowed to use. As far as I understand it's there to help players who have issues with choke. But I did not dive into that (yet)
Kenzo Tenma (1 year ago)
Why not do League Legends?
Kenzo Tenma (1 year ago)
Battle(non)sense (1 year ago)
I actually have LoL vs. DOTA2 on the ToDo list. But this is also a massive project that I just can't find the time for to do it in one run.
Anders Lindh Olsson (1 year ago)
TLDW: tickrate hardly makes any difference but at big costs.
Battle(non)sense (1 year ago)
tickrate >60 below 60 it makes MASSIVE differences (i.e. 30vs60)
CrapistheWhat (1 year ago)
Nice Work ! Can you make a video about the new CS:GO update and show us the impact of the new "rate" variations ? Would be awesome.
CrapistheWhat (1 year ago)
oh alright. Some more question, if thats ok, would you recommend to set cl_interp_ratio to 1 ? It can always happens, that there is some packet loss and the small lag improvement isnt worth it, or is it ? And what about the setting cl_interp set to "0", you can often read that settings in recommended configs.
Battle(non)sense (1 year ago)
what they changed is how much bandwidth your client is allowed to use which should help with the choke issue that players had. This doesnt affect the results of these tests as bandwidth was not an issue with just 2 players on the server. :)
BloonatoR (1 year ago)
Great video thanks man! :)
Bruno Cassol (1 year ago)
Very informative video. Can you answer this guy? https://twitter.com/FalleNCS/status/778746732318380032
Battle(non)sense (1 year ago)
done :)
Nice man really good video!! I'd marry.
SilentThunder (1 year ago)
Nicht nur inhaltlich interessant, sondern auch echt gut gemacht! Danke für das coole Video! :)
Battle(non)sense (1 year ago)
Danke! :)
Mr EdSome (1 year ago)
Very nice video, if you don't mind me asking why do games like Rocket League still rubber band with low ping? It's not a regular occurrence but I was wondering maybe it's the reason why sometimes you miss a ball you were almost certain you were going to hit?
Battle(non)sense (1 year ago)
rubber banding can be caused by quite a few different things. packet loss, prediction going wrong *(correction is why it teleports backwards)*, as well as when the server has issues - in Battlefield we have also seen it during DDOS attacks
ViecheN (1 year ago)
kudos to you for putting so much effort in to this great video, explains a lot and in a simple way
DVRKNESS (1 year ago)
Great work m8
Hey battle nonsense a question i have when you test is does the animation for gun firing start at same time as the gun fires, sorry for being badly spoken but what i mean is , is the animation and actual firing totally in sync or is there a delay between the two?
+Battle(non)sense Thanks, i guess it wouldnt matter if animation started before the firing since your not testing that, Thanks for being patient
Battle(non)sense (1 year ago)
there is a delay between when you press the left mousebutton and when you see the animation on the monitor (thats the input or "button to pixel" lag) this means that the data that says that you fired your gun will leave your PC a earlier than you get to see the gunfire animation your monitor since the game has to render that animation. on the side of the player who receives the shot the 3 elements "damage indicator, gunfire and health indicator" are not perfectly in sync. means they do not all happen at once nor always in the same order.
Is there anything an ISP can do to give a customer better ping? I have done everything on my end but would love to know if they can do anything.
Battle(non)sense (1 year ago)
hmm..... well the connection between you and the gameserver is not a straight line and there are multiple hops (network devices) on the way. A ISP always tries to choose the fastest/shortest rout for your connection with the least hops. But routing can go bad too where your data takes a big detour which increases your latency and increases the chance of packetloss.

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