*I have tried to do research on this so many times and it was both hard to understand my findings and even harder to explain like you did. What I mean is: EXCELENT JOB! Thanks for making this video!*
I watched this video a while ago and understood none of it. Then I rewatched it again now, after completing a basic networking tutorial, and oh my god. This is literally gold. Thank you so much for making such an immaculate video
this actually explains a lot of the times I've died just as I got to relative safety ex: walls/cover. I always assumed it was just some whack ass form of lag but it's nice to know the nitty gritty on it
Just wanted to say that i think this is an awesome video. Many people find this difficult to understand. There are other good explanations out there but many don't explain the concept as well as you do. The points you focus on and the way you present them make understanding the subject very easy and makes a difficult to comprehend subject very straightforward. The way you represented the concept visually was excellent and extremely helpful. Subscribed.
Np :) As i said, the way you explained the concept was excellent and will help many people to comprehend a complex subject. I'm a pretty good shot, with my 'Deadeye Targeting' and all, but this will help me when i'm tracking bounties across New Austin. ;)
Holy shit dude. This is a fantastic video. Your visualization on how client and server ticks combined with the interpolation is phenomenal! You're a great teacher, keep it up!
Truly awesome video, You explained everything perfectly but it's worth noting that after everything server always has to pick a tick to check, and since tick is obviously a integer you can't set tickrate to for example 1399.43 so if your interpolation is hafl a tick the server if forced to make the value colapse to either to 1400 or 1399, This is reason why low tickrate servers running let's say 10 tick per second have bad hit registration, The distance between those two ticks can be huge and could make a gap between two ticks large enough for you to miss a shot even while aiming directly at a head since you are aiming inbetween two ticks at a interpolated position.
Great video, thank you for making it, DevinDTV. Now I can finally share it visually with my friends who do not understand what tick rate is. Upvoting! Best regards, Dom
Man I had plans for creating videos just like this, as I saw nobody doing those. While I am kinda sad that I won't be the first one to do this kind of videos, I am glad somebody did it right. Congratulations!
Man, this stuff is great to know in theory even if you're just an amateur developer attempting lag compensation. This isn't even the craziest sort of trick that developers have used. There was a story somewhere about the way that the grenade throws in Halo work, about how the grenade speed appears faster in third-person than it is first-person, since there will be a delay of its appearance from the client's side, to the server and then to the viewing player.
this is why my sprays feel so odd in some servers. it's so difficult to get the optimal settings for internet gaming. and, i'm pretty trash so that doesn't help. thank you for the information.
I did not understand anything, anyways i would like to know what cl_interp, cl_interp_ratio, cl_lagcompensaation and cl_interpolate should I use??? i have 25 ping, 0 loss and 0 choke
Thank you for this video, I only ever had a vague idea of how it works but now I have a much better idea. I don't play CS:GO but the online game that I do play has incredibly horrendous desync that happens in pvp. There's only one server that doesn't suffer this and it's KR. Tick rate was mentioned and given what I know now, I'm convinced there's no way to actually fix desync
this also means that, if you are a laggy client you have a dramatic advantage when peeking around corners, as you get a few additional miliseconds to see and shoot your enemy before they can retaliate. though that advantage disappears if you seek cover, allowing them to catch up.
@@DevinDTV lag comp makes up for it and give the advantage to the high ping player, they peak first you dont see it they shoot. and it hits the server first. in normal gun fights where you see each other at the same time, yes lower ping works in your favor. the opposite is true for holding an angle or peeking etc. so if your ping is high you run and peek angles first. (not like 5 or 20 over but like 100 over etc) you will generally lose most battles where you are both there at the same time. but if you know someone is behind a wall and you push it you will def get those kills first IF your skill is on the same par to prevent the server from sending the info to his client before you actually killed him and he reacts quicker than you kill, ie dont have bad aim and you will see how high ping helps peekers.
It's a great video, especially for that people who blames Interpolation and don't even know what that is. Without interpolation high ping players will be teleporting way harder than they sometimes do. Also the players without a very high ping will do it. All this thing thanks to lagrange, lol
A very informative video, thanks a lot! Yet, there is one point I think it might not be completelly accurate: the blood splatters. As I know from other sources, blood splatters don´t depend of server confirmation to pop up, I think they depend solely of your own client and the source engine working entirely from your point of view. That´s why it may occur that in your screen you hit an enemy and see blood flooding the place all over but it´s an illusion as the server may think otherwise. Leading to the classic: "how didn´t he die!?!?!?" Anyway, thanks again for this very informative and well explained vídeo.
+mousetum I believe that used to be the case but isn't anymore. I could be wrong. I know bullet holes are client side and don't actually match up with where shots land anymore because there's server side RNG now.
+DevinDTV Hey, pleased to meet you. I think you are right. I got offline in an aim training map with bots and what you expose happens. When you enable "show impacts" in dev. console, the red spots (client side if I´m not wrong) mark the wall hits, but only the blue spots (server side) define damage to the bots and trigger blood splatters. So I guess you were 100% accurate with your video. A very interesting topic. Kind regards.
Nice video, but maybe you could explain how interpolation impacts hitboxes depending on ping of clients? Ex. If you were cheating, you can rewind hitboxes up to 200 ms behind where they are clientside, but if you artificially raise your ping, you can rewind them up to 400 ms back.
I have to be honest, I didn't understand half of what you said...Probably it's just because English is not my mother tongue. So basically we will never have a 100% accurate representation of the other player's position, but just an extimation which will never be accurate?
Exactly. It can be called accurate because it was accurate somewhere in the past, but never going to be accurate in the present. You can even say that multiplayer is a lie :D If you have 2 PC then put them close to each other and play something online game (WoW, FFXIV, CS:GO or whatever) and see how the other characters moves when you move it on one of the PC.
At around 1:45 the reason this is a problem is because player A didn't even see player B. Which makes him an easier target. When an enemy sees me I strafe and make my movement hard to track. If I didn't see an enemy I don't do this .I become an easier target because of that.
"and since the refresh rate of your graphics card, monitor and server tick aren't all synchronized, the motion could become unsmooth" 2:46 this sounds like something related to NVIDIA Reflex Low Latency in CS2's advanced video options, i dont know if i should enable it to make CS2 better
wow finally a non-cheatcoder or user that realises this, good that you made this video to explain to people that don't know how it works etc since even when i play fully legit on an australian server for example they cry that i cheat cause i killed them approx 300 ms after they walked behind a wall also by standard interp is 2 ticks or even 4 ticks dependant on tickrate and your cl_updaterate, cl_interp and cl_interp_ratio setts
cs go have a good netcode, but some games have crap lag compensation that acctualy give a advantage to the lag..... on cs go its just cry baby because u saw then for the exact same time they exposed so its totally fine to kill then... but some games the check is done clientside with allow bad connections to shoot a frozen enemy, in other words depending on how the game netcode is, its bad or just people crying.... cod have a history of having crap netcode tho.
This is information I'm intimately familiar with, as I have a ping that rises and falls like a stinking yo-yo, which is thanks to a company that has the same acronym as The Worst Cable. I feel I'm in interp hell most of the time.
The motion for my game is jittery just like you mentioned at the end of your video. When I get peeked by the enemy they always seem to peek me at lightening speeds.. Is this more likely to be a problem with my connection or my hardware? My Ping is usually around 60-80 and my GPU is AMD6870
DevinDTV I can get up to 300 fps but I cap it at 120 because of my monitor. I do get packet loss at times, would any of the interp commands remedy this at all?
+DevinDTV so should people with good internet speed and low ping with low packet loss have these settings as well? like, what should my settings be if i have around 2-30 ping and 60mbps?
Nice videos bud you earned a subscribe ^_^ I've got a question about interpolation commands, is it true that if I have higher pings I need a higher cl_interp_ratio value? for example with ping>30 cl_interp_ratio "1", with 30
>Nice videos bud you earned a subscribe ^_^ thanks m8 >is it true that if I have higher pings I need a higher cl_interp_ratio value? No, definitely not. Interp is only for packet loss.
Could you make more videos of how this really works. I'm very intrested in how ex_interp works. Both for cs 1.6 and cs:go. I perfer a higher value than standard interp when set to ex_interp 0(auto interp value). I'm using ex_interp 0.032 for cs 1.6. To me it's just like the bulltes won't count. like you have showed in this video. But you say it in a confusing way. What's the difference between lag compensation and ex_interp?
Interp is a client-side delay that allows the client to smooth the position of a player model between ticks. Lag compensation adjusts whether or not your shots register based on your ping and interp, compensating for both. Basically lag compensation determines if you were actually aiming at someone when you fired. Interp does nothing useful for people with good internet afaik.
Awesome video dude. Very informative. Is there more to this idea of lag compensation and interp? And servers running at a certain number of "ticks." I find myself wanting to know more about this so I can get an intuitive understanding. Any suggestions on where to start? Thanks
Thank you for explaining it. I have a question: what if the client send packets of hitting the enemy instead of the position of the shooting. Would it be more efficient? How to prevent packet sniffing / cheating? Sorry for my english.
you can do that, then the server has to check if it agrees that the shot should have hit the target (by shooting server-side and doing lag compensation and seeing if it would have hit). i think it is more efficient.
@@eldafint that is basically why I've been using this video to explain it. This shows exactly what these concepts are and how they've been implemented in games for decades now. The issues in cs2 are there and I'm absolutely no discounting that but they sure as shit aren't subtick on the networking side atleast. How inputs are handled is questionable but that is technically a different topic
i dont have much knowledge about the subject but can you guys please elobarate on why subtick is objectively better? All i'm seeing on the internet is people crying because they get peeked lightning fast and die.
Part of the issue with this is that not only do I sometimes get hit after I have already gone back behind cover and it ""pulls" me back out to where I was(or thats how it feels) But sometimes when I go to pop out again it screws up my timing to strafe and aim because suddenly I get pushed back to a few feet where I previously was. But I dont seem to notice anyone else complain about this? Is there any kind of command I can try to reduce this happening?
Your issue is called rubber-banding and is a packet loss issue. Basically there's a problem on your ISP side, you should contact them if this happens frequently.
This is exactly what happens to me in cod MWR when my bullets also don’t register, on my friends wifi it’s like instant without a lan cable, but I use one and still so delayed even on ps5 on a PS4 game 😒
lag compensation makes you land hits despite having lag. interp is afaik bad and useless (except for minor aesthetic purposes) but unfortunately impossible to completely disable
Does nat type make a difference in csgo? I felt like it did cause with a nat open network I was able to hit more shots than I'd on a moderate or even strict nat with ping being the same on both. Let me know if this is also a thing
Weird that it got linked in an Overwatch thread, I figured you got to it from the CS:GO reddit thread haha. So even bigger coincidence. I played OW during that open beta, was pretty good, prob will get it when it's out.
Does the player with lower ping really have any advantage though? The server is doing the same rewind and interpolation to register the hit... the fact that the travel time is lower is irrelevant just like the travel time (ping) is irrelevant to the fact that you died before seeing a player peak. The low ping client is buffering and simulating movement.. that shot is still rewinded to a previous point in time same as the high ping payers shot is to a previous tick.
ping doesn't give an advantage for hitreg but it does for order of events. most obvious example is unpeeking an angle with high ping. your client side prediction will move your camera out of LoS of an approaching enemy before you can see them, but you're still there on their screen, so you can end up getting shot by someone who never even appears on your screen the ordinary idea of "peeker's advantage" doesn't exist tho as i covered in another video
@@DevinDTV see that example doesn't make sense to me since the clients are predicting and buffering the game state to smooth things out. The enemies shot would be rewound and the server would see that your client was not where they saw you, no? Most netcodes now do have a heavier client side component I guess to 'favor the shooter." It is definitely more complicated than any explanationobviously
devindtv I have this proplem was so seriusly event my ping was60++ but when I was game was same as your video when I saw enemy I shot then after some second then I died but I saw blood when I shot enemy and my cs-go stuck game and I dont know why after that I died I can,t play cs-go
can you help me pls my cs-go can,t play event deathmatch /10vs10 event server games ping run normal I play titanfall2 battlefield1 all normal only cs-go happen from 2016-6-30 until today
idk, are you using default network settings in csgo? I don't know a lot about network stuff. ping the cs servers (google) and if it's bad, call your ISP or try a ping reduction service like wtfast or whatever, bad routing maybe.
good video, but dsnt help at all, i play 1,6 , have 25 ms and i cant hit any bot or skill player, cus dsnt reg big delay etc. anything I can do on w10, or i can call to my provider?
+A Random Lag compensation just attempts to make your shots land where you were aiming them when you were aiming them, it doesn't help with lag in regards to who shot first.
+DevinDTV Thanks, for the reply, but I would like to know why adding lag does not affect the lag compensation in terms of moving around corners, and what the client sees, nothing appears to change no matter what degree of lag I apply to the WAN port. My only theory is that the netcode can detect a difference between artificial lag and real-world lag. I slightly disagree with you when you say lag compensation does not affect shooting, here is an excerpt from Valve's developer documentation: "This delay applies to all players actions like movement, shooting weapons, etc. and becomes worse with higher latencies. A delay between player input and corresponding visual feedback creates a strange, unnatural feeling and makes it hard to move or aim precisely."
I'm pretty sure your quote comes from an article about input prediction which is completely unrelated to lag compensation. Lag compensation compensates for the positions of entities when a shot is fired, for the sake of hitreg. It has absolutely no effect on anything else.
I have 20ping average, never drop below 150 fps. My rates are 128000 and 128 per cmd/upd. interpolate 1. interp 0.015 something. Interp_ratio 1... yet when I play with interp_ratio 2 I get a lot more headshots to register. It's really weird... but There's times where I'm standing still (in DM for instance) aiming at ahead, spot on, and have to tap fire 5 times to hit it... it's absolutely shit for me atm and I can't figure out why =\ Am I used to basically shooting behind an enemies head instead of on top of it slightly? Nah that doesn't explain the standing still tap fire misses. Random misses I guess.
1:47 i am just curious but how can u see this spread crosshair thingy in yellow? i remember this being in a cheat a while ago, didnt even knew this was ingame? thx :)
With standard rates and 50ms ping im shooting at air... Yesterday spit 2 1/2 glock magazines on a crouched AWPer from close range and ended up dieing... 50 effin bullets man. R6 Siege plat 4 semi pro player, 2000+ hrs in FPSs... Any suggestions anyone?
so if I'm using melee against a npc lets say no more room in hell why does having 0 lerp and lag compensation turned off feel 20x better than having it on. WIth lag compensation you can feel a noticeable delay. Also with lag compensation on and a fast moving target runs by me and i swing at the moving target ill get a hit sound with lag compensation on and no registration but ill actually get a hit sound and registration with it off.
@@DevinDTV half life 2 mod its got cl_predict 1 which is for movement cl_lagcompensation 1 which is enabled by default and sv_unlag_npcs which is enabled by default. I use 0 lerp and cl_lagcompensation 0 which feels better for me or just placebo lol.
*I have tried to do research on this so many times and it was both hard to understand my findings and even harder to explain like you did. What I mean is: EXCELENT JOB! Thanks for making this video!*
+Pink Freud faz um desse traduzido em português, por favooor!
agree!
I watched this video a while ago and understood none of it. Then I rewatched it again now, after completing a basic networking tutorial, and oh my god. This is literally gold. Thank you so much for making such an immaculate video
This is one of the best explained videos on this subject. I've never found anyone covering this.
this actually explains a lot of the times I've died just as I got to relative safety ex: walls/cover. I always assumed it was just some whack ass form of lag but it's nice to know the nitty gritty on it
most underrated channel of CS
+DnBsyn Thanks, glad you appreciate it.
For MatchMaking what values should we set cl_interp and cl_interp_ratio? Default or 0 and 1?
Just wanted to say that i think this is an awesome video. Many people find this difficult to understand. There are other good explanations out there but many don't explain the concept as well as you do. The points you focus on and the way you present them make understanding the subject very easy and makes a difficult to comprehend subject very straightforward. The way you represented the concept visually was excellent and extremely helpful. Subscribed.
+John Marston thanks m8
Np :)
As i said, the way you explained the concept was excellent and will help many people to comprehend a complex subject.
I'm a pretty good shot, with my 'Deadeye Targeting' and all, but this will help me when i'm tracking bounties across New Austin. ;)
This is also really useful for trying to understand how to implement netcode in shooters.
Thank you for explaining this perfectly. This is exactly what i thought it'd be.
This is one of the best videos I've seen. Helping me out in game dev! Thanks man! I always come back to it when I'm confused
Holy shit dude. This is a fantastic video. Your visualization on how client and server ticks combined with the interpolation is phenomenal! You're a great teacher, keep it up!
+Maztacular Thanks, glad you appreciate it.
Lagcompansation has destroyed gaming
Truly awesome video, You explained everything perfectly but it's worth noting that after everything server always has to pick a tick to check, and since tick is obviously a integer you can't set tickrate to for example 1399.43 so if your interpolation is hafl a tick the server if forced to make the value colapse to either to 1400 or 1399, This is reason why low tickrate servers running let's say 10 tick per second have bad hit registration, The distance between those two ticks can be huge and could make a gap between two ticks large enough for you to miss a shot even while aiming directly at a head since you are aiming inbetween two ticks at a interpolated position.
You are the most informational csgo you tube channel. Keep up the great content!!!
+Dylan Habersetzer Thanks, glad you appreciate it.
Just getting into CS:GO, and this 6 years old video is well-made
So this is why we're getting facestabbed in tf2
Absolutely, this is why I came to this video so can link it to anyone who complains about them
Very informative! This also makes me grateful to be in the art department, because that made my head hurt :D
+Skullgirlsfanboy haha, it can be hard to wrap your head around at first
this is an amazing video...the animations are fantastic. great contribution to game dev education!
Great video, thank you for making it, DevinDTV. Now I can finally share it visually with my friends who do not understand what tick rate is. Upvoting!
Best regards,
Dom
+Dom4z Thanks, glad you appreciate it.
@@DevinDTV what is the map name pls
Man I had plans for creating videos just like this, as I saw nobody doing those. While I am kinda sad that I won't be the first one to do this kind of videos, I am glad somebody did it right. Congratulations!
5 years later I wonder if the legend stilll remembers this visso
start redditing your videos man, they are really great.
Man, this stuff is great to know in theory even if you're just an amateur developer attempting lag compensation.
This isn't even the craziest sort of trick that developers have used. There was a story somewhere about the way that the grenade throws in Halo work, about how the grenade speed appears faster in third-person than it is first-person, since there will be a delay of its appearance from the client's side, to the server and then to the viewing player.
THIS EXPLAINED MY LIFE IN CS. FML
this is why my sprays feel so odd in some servers. it's so difficult to get the optimal settings for internet gaming. and, i'm pretty trash so that doesn't help. thank you for the information.
Very informative. I was browsing music yet somehow ended up here, and I could not stop watching. Good job, Sir.
+Vexer2 Thanks, glad you appreciate it.
Great explanation. Though the video ends very abruptly!
I did not understand anything, anyways i would like to know what cl_interp, cl_interp_ratio, cl_lagcompensaation and cl_interpolate should I use???
i have 25 ping, 0 loss and 0 choke
I barely even play CS:GO but I love these analytical videos
way better ending than the other video, subscribed
Thank you for this video, I only ever had a vague idea of how it works but now I have a much better idea. I don't play CS:GO but the online game that I do play has incredibly horrendous desync that happens in pvp. There's only one server that doesn't suffer this and it's KR. Tick rate was mentioned and given what I know now, I'm convinced there's no way to actually fix desync
this also means that, if you are a laggy client you have a dramatic advantage when peeking around corners, as you get a few additional miliseconds to see and shoot your enemy before they can retaliate. though that advantage disappears if you seek cover, allowing them to catch up.
not true, since your shot won't reg until after your ping. there's actually no advantage to having high ping while peeking.
@@DevinDTV lag comp makes up for it and give the advantage to the high ping player, they peak first you dont see it they shoot. and it hits the server first.
in normal gun fights where you see each other at the same time, yes lower ping works in your favor. the opposite is true for holding an angle or peeking etc. so if your ping is high you run and peek angles first. (not like 5 or 20 over but like 100 over etc) you will generally lose most battles where you are both there at the same time. but if you know someone is behind a wall and you push it you will def get those kills first IF your skill is on the same par to prevent the server from sending the info to his client before you actually killed him and he reacts quicker than you kill, ie dont have bad aim and you will see how high ping helps peekers.
also if you have high ping and peek enemy models appear depending on your ping, yes they appear after some time
That finally explains all the ''bullshit'' behind the corner deaths.
liked and subscribed. well detailed without being too long. excellent.
It's a great video, especially for that people who blames Interpolation and don't even know what that is. Without interpolation high ping players will be teleporting way harder than they sometimes do. Also the players without a very high ping will do it. All this thing thanks to lagrange, lol
A very informative video, thanks a lot! Yet, there is one point I think it might not be completelly accurate: the blood splatters.
As I know from other sources, blood splatters don´t depend of server confirmation to pop up, I think they depend solely of your own client and the source engine working entirely from your point of view. That´s why it may occur that in your screen you hit an enemy and see blood flooding the place all over but it´s an illusion as the server may think otherwise. Leading to the classic: "how didn´t he die!?!?!?"
Anyway, thanks again for this very informative and well explained vídeo.
+mousetum I believe that used to be the case but isn't anymore. I could be wrong. I know bullet holes are client side and don't actually match up with where shots land anymore because there's server side RNG now.
+DevinDTV Hey, pleased to meet you. I think you are right. I got offline in an aim training map with bots and what you expose happens. When you enable "show impacts" in dev. console, the red spots (client side if I´m not wrong) mark the wall hits, but only the blue spots (server side) define damage to the bots and trigger blood splatters. So I guess you were 100% accurate with your video. A very interesting topic.
Kind regards.
Thank you for existing. Really, thank you.
+TeamAlibi Rofl, np m8
cl_lagcompensation 0 or 1 or 2?
Cl_interpolate 0 or 1 or 2?
What to put?
lag 1, polate 2
@@Svetoslav1g and why ?
@@charoniv2411 depends on your inet speed and ping Google it.
@@Svetoslav1g down 900 up 300 ping 2
@@charoniv2411 2 ping in your server or faceit????
Nice video, but maybe you could explain how interpolation impacts hitboxes depending on ping of clients?
Ex. If you were cheating, you can rewind hitboxes up to 200 ms behind where they are clientside, but if you artificially raise your ping, you can rewind them up to 400 ms back.
Great video loved it and explains this topic very well
I have to be honest, I didn't understand half of what you said...Probably it's just because English is not my mother tongue. So basically we will never have a 100% accurate representation of the other player's position, but just an extimation which will never be accurate?
Exactly. It can be called accurate because it was accurate somewhere in the past, but never going to be accurate in the present. You can even say that multiplayer is a lie :D If you have 2 PC then put them close to each other and play something online game (WoW, FFXIV, CS:GO or whatever) and see how the other characters moves when you move it on one of the PC.
Where are you from ?
Finally understood this matter. Thanks.
At around 1:45 the reason this is a problem is because player A didn't even see player B. Which makes him an easier target. When an enemy sees me I strafe and make my movement hard to track. If I didn't see an enemy I don't do this .I become an easier target because of that.
can i use part of this video to explain something about the same topic for my comunity?
sure, just credit me
@@DevinDTV done, you can see here, thanks man ruclips.net/video/bEVpiAsm8x4/видео.html
"and since the refresh rate of your graphics card, monitor and server tick aren't all synchronized, the motion could become unsmooth" 2:46
this sounds like something related to NVIDIA Reflex Low Latency in CS2's advanced video options, i dont know if i should enable it to make CS2 better
Just sent this video to a friend who thought their game was broken.😍🤓😃
Its broken.. its nothing but sh..
I'm so fucking fascinated by this...
so whats the best settings
Coming down to brass tacks 😂
wow finally a non-cheatcoder or user that realises this, good that you made this video to explain to people that don't know how it works etc since even when i play fully legit on an australian server for example they cry that i cheat cause i killed them approx 300 ms after they walked behind a wall
also by standard interp is 2 ticks or even 4 ticks dependant on tickrate and your cl_updaterate, cl_interp and cl_interp_ratio setts
cs go have a good netcode, but some games have crap lag compensation that acctualy give a advantage to the lag..... on cs go its just cry baby because u saw then for the exact same time they exposed so its totally fine to kill then... but some games the check is done clientside with allow bad connections to shoot a frozen enemy, in other words depending on how the game netcode is, its bad or just people crying.... cod have a history of having crap netcode tho.
This is information I'm intimately familiar with, as I have a ping that rises and falls like a stinking yo-yo, which is thanks to a company that has the same acronym as The Worst Cable. I feel I'm in interp hell most of the time.
The motion for my game is jittery just like you mentioned at the end of your video.
When I get peeked by the enemy they always seem to peek me at lightening speeds.. Is this more likely to be a problem with my connection or my hardware?
My Ping is usually around 60-80 and my GPU is AMD6870
+Kris If you're getting reasonably good FPS, I don't think it could be hardware. It sounds like packet loss if anything.
DevinDTV I can get up to 300 fps but I cap it at 120 because of my monitor. I do get packet loss at times, would any of the interp commands remedy this at all?
yeah, a higher interp ratio should make things smoother
+DevinDTV so should people with good internet speed and low ping with low packet loss have these settings as well? like, what should my settings be if i have around 2-30 ping and 60mbps?
If you aren't getting packet loss, afaik interp shouldn't help you, so the lowest setting is best.
hey man you deserve 1.000.000 of likes, what perfect explanation
excellent video and very well explained
Thank you very much for the video, i have always wondered how this works :)
+Dundo Der Dumme Np, glad you appreciated it
Or how it dont work. Its nothing but sh.. with lotto hitreg.
Nice videos bud you earned a subscribe ^_^
I've got a question about interpolation commands, is it true that if I have higher pings I need a higher cl_interp_ratio value? for example with ping>30 cl_interp_ratio "1", with 30
>Nice videos bud you earned a subscribe ^_^
thanks m8
>is it true that if I have higher pings I need a higher cl_interp_ratio value?
No, definitely not. Interp is only for packet loss.
+DevinDTV ok thanks !
subbed because of this video.
Could you make more videos of how this really works. I'm very intrested in how ex_interp works. Both for cs 1.6 and cs:go. I perfer a higher value than standard interp when set to ex_interp 0(auto interp value). I'm using ex_interp 0.032 for cs 1.6. To me it's just like the bulltes won't count. like you have showed in this video. But you say it in a confusing way. What's the difference between lag compensation and ex_interp?
Interp is a client-side delay that allows the client to smooth the position of a player model between ticks. Lag compensation adjusts whether or not your shots register based on your ping and interp, compensating for both. Basically lag compensation determines if you were actually aiming at someone when you fired. Interp does nothing useful for people with good internet afaik.
Awesome video dude. Very informative. Is there more to this idea of lag compensation and interp? And servers running at a certain number of "ticks." I find myself wanting to know more about this so I can get an intuitive understanding. Any suggestions on where to start? Thanks
+ScottFreeYT developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Thanks man
what is the name of the workshop you are testing ?????????
Really cool info. Cheers!
I got a q though, lets say you're 90-100MS and your enemy is 20 or 50, how much time of an advantage would he have?
Thank you for explaining it. I have a question: what if the client send packets of hitting the enemy instead of the position of the shooting. Would it be more efficient? How to prevent packet sniffing / cheating? Sorry for my english.
you can do that, then the server has to check if it agrees that the shot should have hit the target (by shooting server-side and doing lag compensation and seeing if it would have hit). i think it is more efficient.
I have been using this video to explain why people are wrong about why cs2 subtick is not entirely to blame for their poor network experience
This basically just explains why subtick is objectively better. It's more or less the same system just a lot more accurate
@@eldafint that is basically why I've been using this video to explain it.
This shows exactly what these concepts are and how they've been implemented in games for decades now.
The issues in cs2 are there and I'm absolutely no discounting that but they sure as shit aren't subtick on the networking side atleast.
How inputs are handled is questionable but that is technically a different topic
i dont have much knowledge about the subject but can you guys please elobarate on why subtick is objectively better? All i'm seeing on the internet is people crying because they get peeked lightning fast and die.
Good content! Easy sub - Keep it up !
Part of the issue with this is that not only do I sometimes get hit after I have already gone back behind cover and it ""pulls" me back out to where I was(or thats how it feels) But sometimes when I go to pop out again it screws up my timing to strafe and aim because suddenly I get pushed back to a few feet where I previously was. But I dont seem to notice anyone else complain about this? Is there any kind of command I can try to reduce this happening?
Do you have that in Overwatch?
I dont have overwatch
Your issue is called rubber-banding and is a packet loss issue. Basically there's a problem on your ISP side, you should contact them if this happens frequently.
is there a big deference between 75 and 25 ping?
Ratio 2 best interp settings
CS GO has become a Lag Compensation Simulator - Its all about to have as much as possible :(
This is exactly what happens to me in cod MWR when my bullets also don’t register, on my friends wifi it’s like instant without a lan cable, but I use one and still so delayed even on ps5 on a PS4 game 😒
Great job, comrade!
you show the 3 different positions dependent on tick
please show it dependent on ping pls ( 20 ms , 80 ms , 120 ms )
So basically I have to disable both interpolation and lag compensation to know where to actually aim? Nuts.
lag compensation makes you land hits despite having lag. interp is afaik bad and useless (except for minor aesthetic purposes) but unfortunately impossible to completely disable
@@DevinDTV No, I mean, there is a command in called cl_interpolate 1/0.
@@DevinDTV it makes lotto bullets, delayed bullets, odd recoil and so on. Valve fucked up ones again.
great video. learned a lot
+TheUnkownGuy Thanks, glad you appreciate it.
great explanation, ty
i have to put cl_lagcompensation 0 or 1
liked and subbed, found this very interesting
I have ping around 70, what ratio and interp should i use??
my ping is 70 to 100 what
should number appropiate for my lag compensation and interpolation?
Does nat type make a difference in csgo? I felt like it did cause with a nat open network I was able to hit more shots than I'd on a moderate or even strict nat with ping being the same on both. Let me know if this is also a thing
No, it shouldn’t change much
Whoa, hey, I know Akumos! I played Secret Ponchos with him!
+Ryswick sup m8
+Akumos This video was linked in an Overwatch Reddit thread with people complaining about the 20 tick servers. Small world, eh?
Weird that it got linked in an Overwatch thread, I figured you got to it from the CS:GO reddit thread haha. So even bigger coincidence. I played OW during that open beta, was pretty good, prob will get it when it's out.
Interpolation occurs in every online game? Where do i aim then? Ahead or at the target? And what happens if you have say 30% packet loss (my reality)?
aim at the target
Does the player with lower ping really have any advantage though? The server is doing the same rewind and interpolation to register the hit... the fact that the travel time is lower is irrelevant just like the travel time (ping) is irrelevant to the fact that you died before seeing a player peak. The low ping client is buffering and simulating movement.. that shot is still rewinded to a previous point in time same as the high ping payers shot is to a previous tick.
ping doesn't give an advantage for hitreg but it does for order of events. most obvious example is unpeeking an angle with high ping. your client side prediction will move your camera out of LoS of an approaching enemy before you can see them, but you're still there on their screen, so you can end up getting shot by someone who never even appears on your screen
the ordinary idea of "peeker's advantage" doesn't exist tho as i covered in another video
@@DevinDTV see that example doesn't make sense to me since the clients are predicting and buffering the game state to smooth things out. The enemies shot would be rewound and the server would see that your client was not where they saw you, no? Most netcodes now do have a heavier client side component I guess to 'favor the shooter." It is definitely more complicated than any explanationobviously
yes, try moving with +120 ping, if you get shot you get teleported so far behind instantly and it fucks up where youre aiming at
@@DevinDTV what is the map name pls
devindtv I have this proplem was so seriusly event my ping was60++ but when I was game was same as your video when I saw enemy I shot then after some second then I died but I saw blood when I shot enemy and my cs-go stuck game and I dont know why after that I died I can,t play cs-go
sounds like lag to me
can you help me pls my cs-go can,t play event deathmatch /10vs10 event server games ping run normal I play titanfall2 battlefield1 all normal only cs-go happen from 2016-6-30 until today
idk, are you using default network settings in csgo? I don't know a lot about network stuff. ping the cs servers (google) and if it's bad, call your ISP or try a ping reduction service like wtfast or whatever, bad routing maybe.
if I change console on cs-go what console I need to put to try if can got better game
if I change console on cs-go what console I need to put to try if can got better game
THANK YOU THANK YOU THANK YOU THANK YOU
What rates should I set for matchmaking 40-60 ping, 0 loss, 0 choke?
Really great Video! CSGO Reddit users really have to watch this......
+pSyk Thanks, glad you appreciate it.
You can't turn interp entirely off, unfortunately.
good video, but dsnt help at all, i play 1,6 , have 25 ms and i cant hit any bot or skill player, cus dsnt reg big delay etc. anything I can do on w10, or i can call to my provider?
shud i turn cl_interpolate on?
So its Basically King crimson?
Muchas gracias :D
So if i have low ping like 30ms, and high fps like 400 on max, what settings i should use?
stupid ?
@@alexanderhagen99 Virgin ?
@@silverwerewolf975 No, but what does this have to do with anything? i know that ur low iq and ur socially awkward but no need to get defensive.
@@alexanderhagen99 virgin x2?
wdym what setting?
Why does adding artificial delay to the network not put lag compensation in one's favour?
+A Random Lag compensation just attempts to make your shots land where you were aiming them when you were aiming them, it doesn't help with lag in regards to who shot first.
+DevinDTV Thanks, for the reply, but I would like to know why adding lag does not affect the lag compensation in terms of moving around corners, and what the client sees, nothing appears to change no matter what degree of lag I apply to the WAN port. My only theory is that the netcode can detect a difference between artificial lag and real-world lag.
I slightly disagree with you when you say lag compensation does not affect shooting, here is an excerpt from Valve's developer documentation:
"This delay applies to all players actions like movement, shooting weapons, etc. and becomes worse with higher latencies. A delay between player input and corresponding visual feedback creates a strange, unnatural feeling and makes it hard to move or aim precisely."
I'm pretty sure your quote comes from an article about input prediction which is completely unrelated to lag compensation. Lag compensation compensates for the positions of entities when a shot is fired, for the sake of hitreg. It has absolutely no effect on anything else.
+DevinDTV Input prediction is a method of lag compensation, but can you explain why increasing the lag does not influence the interpolation for me?
Idk if you're just fucking with me at this point m8
I was send here by Commander Cyrious' video
neato
hey i have 15ms and 400-1200fps depends on server. But what interp radio will be the best? off, 1 or 2?
Ill be so glad if you can help me out!
1 probably
aighty! tyty
You should probably cap your framerate.
underrated af rly rly rly nice video :)
+X thanks m8
+DevinDTV omg u are alive omg omg PLS more content u are a god dude
mebe soon bby
can you help me to solve the problem pls?
I have 20ping average, never drop below 150 fps. My rates are 128000 and 128 per cmd/upd. interpolate 1. interp 0.015 something. Interp_ratio 1... yet when I play with interp_ratio 2 I get a lot more headshots to register. It's really weird... but There's times where I'm standing still (in DM for instance) aiming at ahead, spot on, and have to tap fire 5 times to hit it... it's absolutely shit for me atm and I can't figure out why =\ Am I used to basically shooting behind an enemies head instead of on top of it slightly? Nah that doesn't explain the standing still tap fire misses. Random misses I guess.
+Kind Old Raven Might just be bad luck with RNG.
i think it is (or was) because of the shitty hitboxes not matching models correctly
@@davidcooper2589 have u ever tried switching ur rates
@@davidcooper2589 rates affect my hit registry so much
Lol consistently playing at 250 ms, I'd say I relate to a thing or two
Do I have to use lagcompinsation 1 and intepolate 1 if my ping always good (~30-40)?
those are the best settings afaik
thanks, clear
1:47 i am just curious but how can u see this spread crosshair thingy in yellow? i remember this being in a cheat a while ago, didnt even knew this was ingame? thx :)
+masterlooser15 it's a debug crosshair. how can you not know this man
+masterlooser15 weapon_debug_spread_show
With standard rates and 50ms ping im shooting at air... Yesterday spit 2 1/2 glock magazines on a crouched AWPer from close range and ended up dieing... 50 effin bullets man. R6 Siege plat 4 semi pro player, 2000+ hrs in FPSs... Any suggestions anyone?
deinstall
Same sh.. in every game. Volvo developers has fucked up again. Making the game unplayable.
Nice Bro
Hi guys bro :)) So2 Turkey discord
@@tw1nceso214 Xd
so if I'm using melee against a npc lets say no more room in hell why does having 0 lerp and lag compensation turned off feel 20x better than having it on. WIth lag compensation you can feel a noticeable delay. Also with lag compensation on and a fast moving target runs by me and i swing at the moving target ill get a hit sound with lag compensation on and no registration but ill actually get a hit sound and registration with it off.
is that a mod for cs? a game on source engine? does it have clientside hitreg?
@@DevinDTV half life 2 mod its got cl_predict 1 which is for movement cl_lagcompensation 1 which is enabled by default and sv_unlag_npcs which is enabled by default. I use 0 lerp and cl_lagcompensation 0 which feels better for me or just placebo lol.