Closed tonymonsalo closed 8 months ago
This wasn't fixed in 7.35c unfortunately, I just played a game and I'm experiencing the exact same issue.
Adding threads from reddit that list this same issue: https://www.reddit.com/r/dota2/comments/1awdid1/game_runs_horrible_since_chinese_new_year_patch/
https://www.reddit.com/r/dota2/comments/1au645l/please_fix_the_input_lag/
https://www.reddit.com/r/dota2/comments/1at9cmj/anyone_experiencing_input_lags/
https://www.reddit.com/r/dota2/comments/1atrfde/psa_use_exclusive_fullscreen_as_display_mode/
https://www.reddit.com/r/dota2/comments/1at7dlf/input_lag/
https://www.reddit.com/r/dota2/comments/1aszhl2/dota_2_delay/
https://www.reddit.com/r/dota2/comments/1asb3mc/input_lag_since_last_update/
https://www.reddit.com/r/dota2/comments/1arswv7/input_lag/
https://www.reddit.com/r/dota2/comments/1ap0sg8/some_microlags_on_servers/
https://www.reddit.com/r/dota2/comments/1anr5m5/mouse_input_lagdelay/
https://www.reddit.com/r/dota2/comments/1au29sc/very_slight_input_lag_after_10_mins_ingame/
@kvaddballe it's hard to believe, that players don't complain about this thing. And it's hard to believe that people accepted this as it's okay
Yes I have noticed this as well. This happened the first time for me a couple of days ago, might have coincided with the dragon gift introduction. And it has been the same ballpark of lag, 200-300 ms at most times. Mostly at the start of the game, within the first few minutes.
Same thing for me, i play on US east and have ~10 ping, it feels like its 80-100. Certain games it feels worse than others, ive tried every settings shuffle to fix it, nothing seems to work consistently, not sure what to do
Not fixed after patch 7.35c. The heroes move as if under sticky napalm.
Not fixed after patch 7.35c. The heroes move as if under sticky napalm.
well said
For folks who are seeing this, could you try "cl_clock_recvmargin_enable 0" in the console? It might fix this problem, and if so it narrows down the bug quite a lot. Thank you!
For folks who are seeing this, could you try "cl_clock_recvmargin_enable 0" in the console? It might fix this problem, and if so it narrows down the bug quite a lot. Thank you!
no, this didn't helped
Could you share a MatchID and which hero you played when you saw the problem (very recent MatchIDs help)? I'd like to pull logs from the servers to check a few things. Thank you!
Could you share a MatchID and which hero you played when you saw the problem (very recent MatchIDs help)? I'd like to pull logs from the servers to check a few things. Thank you!
7601901465 Played just minutes ago It was chaos knight
Could you share a MatchID and which hero you played when you saw the problem (very recent MatchIDs help)? I'd like to pull logs from the servers to check a few things. Thank you!
7601901465 Played just minutes ago It was chaos knight
@jeffhill Also, I entered "cl_clock_recvmargin_enable 0" during that match. I did it at around 40 minute (and commented to you right after; maybe that fact will help to calculate exact timing)
MatchID: 7601966494 It seemed to have helped on my end. I was the alchemist
For folks who are seeing this, could you try "cl_clock_recvmargin_enable 0" in the console? It might fix this problem, and if so it narrows down the bug quite a lot. Thank you!
no, this didn't helped
are you sure it was activated?
for those that don't know: you need to add it with a + into the launch options for it to work:
+cl_clock_recvmargin_enable 0
are you sure it was activated?
for those that don't know: you need to add it with a + into the launch options for it to work:
+cl_clock_recvmargin_enable 0
Ah ok, I was entering this in game console. Just in case, this is console log when i did it:
> cl_clock_recvmargin_enable 0
[Client] Server tick 75982 was long (36.4ms)
[SndOperators] opvar_get_float operator import_random_entry_start::get_no_repeat_opvar in dota_battleend failed to get field dota_change_this_opvar_name
[SndOperators] opvar_get_float operator import_random_entry_start::get_no_repeat_opvar in dota_battleend failed to get field dota_change_this_opvar_name
[Client] Server tick 76682 was long (36.1ms)
Now i will restart game and play a match with this launch option
Here are two IDs I just played where it lags: 7601872537 (I'm Vengeful Spirit) 7601954295 (I'm Windranger)
Launching the game now with this to see if it works:
Previously I just entered "cl_clock_recvmargin_enable 0" in the console directly in game, which didn't help (had it typed in for the two games above).
Also: when I type in "cl_clock_recvmargin_enable" in console it comes back with "cl_clock_recvmargin_enable = false" - is this how it should be Jeff?
Launching the game now with this to see if it works:
Previously I just entered "cl_clock_recvmargin_enable 0" in the console directly in game, which didn't help (had it typed in for the two games above).
Also: when I type in "cl_clock_recvmargin_enable" in console it comes back with "cl_clock_recvmargin_enable = false" - is this how it should be Jeff?
yes, in steam console 0 = false, 1 = true
Yeah, sounds like cl_clock_recvmargin_enable isn't related to the problem. Boo. Thanks for testing it!
Yeah, sounds like cl_clock_recvmargin_enable isn't related to the problem. Boo. Thanks for testing it!
Yes, first time i entered it - i was entering it in game console. But passing it to launch options makes it is much better
@jeffhill @Wandang Thank you guys. Can i close this Issue?
Hmm. Tried a game now with it entered before I launched the game. I think it's improved, but doesn't feel fully responsive still. My FPS also seems lower than before, hovering around 100. What exactly does the setting do @jeffhill ?
EDIT: Last game played now with the settings from launch already: 7602070795 (I'm primal)
There was a change to some clock sync / frame pacing code that shipped with the last update. Setting this value to 0 makes it use the old code path from before the update.
@tonymonsalo @kvaddballe can you confirm that running Dota with "+cl_clock_recvmargin_enable 0" on the command line solves the problem for you?
We shouldn't close this until it's fixed for real, just so there's a place to track the testing efforts.
Just played a game using +cl_clock_recvmargin_enable 0 launch option. Input was much better than before.
But still, I'm not sure if it was placebo effect or real change.
Just played a second game with the setting and I can confirm it feels better than before, but I'm also very certain that there's still more input lag than previously before patch and the game still doesn't feel good. At times I had similar levels of input lag, but overall in the game it was less. Still doesn't feel "crisp" as it's always done previously.
Game ID: 7602115618 (I was storm)
Just to be clear, if the "last update" is referring to 7.35c, then I (and judging by the timing of the reddit posts, many others) experienced the lag before 7.35c (but if it is referring to a different unnamed patch, then carry on!)
Just to be clear, if the "last update" is referring to 7.35c
The clock change related to cl_clock_recvmargin_enable shipped in the Feb 8th update, so I think the timelines line up.
Thanks, @kvaddballe . Pulling server and various backend logs, I can confirm that the game server saw a very stable 34ms ping connection to you for the whole match, with only 3 lost packets the whole game. That test rules out an awful lot of possible causes, thank you!
I have two different internet connections in parallel. And this issue arises on both of them. I have two connections just to rule out ISPs and infrastructure as possible explanations for the issue called micro lags, but this one also happens on both of my internet connections. These are totally different connections, from different ISPs, using two different networking technologies, and totally different physical signal transmitter mediums, as described here. Does this rule out ISPs and infrastructure as possible explanations?
There was a change to some clock sync / frame pacing code that shipped with the last update. Setting this value to 0 makes it use the old code path from before the update.
@tonymonsalo @kvaddballe can you confirm that running Dota with "+cl_clock_recvmargin_enable 0" on the command line solves the problem for you?
We shouldn't close this until it's fixed for real, just so there's a place to track the testing efforts.
Overall "+cl_clock_recvmargin_enable 0" makes things better. But i still feel that something is off (i play 5-10 matches everyday for the last 7 years, so i think i feel it 😵💫 ; but maybe my eye is blurred already)
Changing hero move direction feels delayed
There was a change to some clock sync / frame pacing code that shipped with the last update. Setting this value to 0 makes it use the old code path from before the update. @tonymonsalo @kvaddballe can you confirm that running Dota with "+cl_clock_recvmargin_enable 0" on the command line solves the problem for you? We shouldn't close this until it's fixed for real, just so there's a place to track the testing efforts.
Overall "+cl_clock_recvmargin_enable 0" makes things better. But i still feel that something is off (i play 5-10 matches everyday for the last 7 years, so i think i feel it 😵💫 ; but maybe my eye is blurred already)
Changing hero move direction feels delayed
Ok thank god, it's not just in my head either then. I've kept playing games tonight and can definitely conclude that the issue persists even with "+cl_clock_recvmargin_enable 0", but it alleviates it somewhat. It's clear as day when playing certain heroes such as Timbersaw, Storm Spirit, Primal Beast, Tiny that turn around alot and have alot of inputs in short time. Also very noticeable if you try to fly around in circles with the flying courier. The difference becomes very stark when you compare Demo mode to MM.
Another game ID if it's of any use Jeff: 7602212457 (I'm Storm Spirit).
Thanks, @kvaddballe . Pulling server and various backend logs, I can confirm that the game server saw a very stable 34ms ping connection to you for the whole match, with only 3 lost packets the whole game. That test rules out an awful lot of possible causes, thank you!
Happy to be of help, let us know if there's anything else we can do to give you data that can be helpful in resolving the issue. Thank you for being so responsive about the issue, makes me hopeful that we'll soon be enjoying our beloved crisp gameplay again :)!
Pangolier has 0 turn rate, so it is better to test using Pango
I have two different internet connections in parallel. And this issue arises on both of them. I have two connections just to rule out ISPs and infrastructure as possible explanations for the issue called micro lags, but this one also happens on both of my internet connections. These are totally different connections, from different ISPs, using two different networking technologies, and totally different physical signal transmitter mediums, as described here. Does this rule out ISPs and infrastructure as possible explanations?
Have You tried using Your mobile phone(4G Ethernet) as a USB modem? If not It may sense to try, it helped Me enough a lot a while ago, but be careful with the traffic limits.
Someone on reddit posted this as a possible solution: https://www.reddit.com/r/DotA2/comments/18ffzp6/script_that_may_fix_issues_you_are_having_with/
It's a script that resets all your settings as if your account is "new" again. I tried it but it didn't work unfortunately.
Could you share a MatchID and which hero you played when you saw the problem (very recent MatchIDs help)? I'd like to pull logs from the servers to check a few things. Thank you!
I will give you two where I clearly remember that something was so off: 76002600100 (I'm the Juggernaut) 7594869912 (I'm the DP)
Can someone re-test this command (disable\enable) on one server (so that the ping still the same, for example in lobby on the server) and please, confirm if it actually works or not. Players have already started recommending this option\command on the forums\reddit and we just don't need another misinformation with the launch options or console commands that's not really works, just to make sure.
For those who's copying this command to the console, it will look like this: cl_clock_recvmargin_enable false (or 0, looks like it works in both ways) or like this in the launch options of the game's properties in steam: +cl_clock_recvmargin_enable 0 (or false).
I tried this command and for me it looks like another placebo effect. Either it works or it doesn’t, and I don’t see much of a difference.
After release of The Dragon's gift update in the first game, I had delay (input lag) with pressing buttons and hero's response like around one to two seconds, and after that ruined game i'm completely reinstalled dota (by deleting game's folder and userdata\570) and it became better, but it still feels like something is wrong. Controlling the hero's movement and abilities is not as responsive as before. Playing on EU servers with 60-85 ping (mostly on West EU, same ping as before).
Can someone re-test this command (disable\enable) on one server (so that the ping still the same, for example in lobby on the server) and please, confirm if it actually works or not. Players have already started recommending this option\command on the forums\reddit and we just don't need another misinformation with the launch options or console commands that's not really works, just to make sure.
For those who's copying this command to the console, it will look like this: cl_clock_recvmargin_enable false (or 0, looks like it works in both ways) or like this in the launch options of the game's properties in steam: +cl_clock_recvmargin_enable 0 (or false).
I tried this command and for me it looks like another placebo effect. Either it works or it doesn’t, and I don’t see much of a difference.
After release of The Dragon's gift update in the first game, I had delay (input lag) with pressing buttons and hero's response like around one to two seconds, and after that ruined game i'm completely reinstalled dota (by deleting game's folder and userdata\570) and it became better, but it still feels like something is wrong. Controlling the hero's movement and abilities is not as responsive as before. Playing on EU servers with 60-85 ping (mostly on West EU, same ping as before).
I have the launch command and can confirm it does NOT resolve the issue. It may slightly improve it, but that might as well be placebo as you mentioned. I am however 100% sure that I'm still experiencing quite heavy input lag, noticably like before.
Playing on EU servers.
haven't tested the jeff recommended command but one weird behaviour i have noticed is, if i go to speedtest.net and do an internet test, for some reason when im back into the game (while in a ranked game and the input lag starts showing up) the input lag is gone for like seconds/minutes but then it just comes back, with different intensities (atleast thats how i perceive it) also applying video settings again even though i dont change anythign somehow still aleviates the problem a little bit.
haven't tested the jeff recommended command but one weird behaviour i have noticed is, if i go to speedtest.net and do an internet test, for some reason when im back into the game (while in a ranked game and the input lag starts showing up) the input lag is gone for like seconds/minutes but then it just comes back, with different intensities (atleast thats how i perceive it) also applying video settings again even though i dont change anythign somehow still aleviates the problem a little bit.
That does sound weird. However, it could just be the fact that you're alt-tabbing that is making it better for a few minutes? A lot of users (me included) have reported that alt-tabbing (sometimes a few times back and forth) removes the input lag for a few minutes.
Now I have heard Qojqva, Insania and W33 all talked about it on their stream and they said that a lot of players have this issue. Even rank 12 GPK on EU:s nickname right now is "Input Lag Enjoyer" so I mean, why can't we have a proper fix for this. No console commands, no fixes where I have to reset my whole steam account, no disable fullscreen opt or w/e. Just fix the issue already Valve please
Echoing this issue. I had thought it was lag until i discovered this bug tracker. It seems the lag affects selecting units as well. Though the subsequent delayed actions aren't even queued properly:
e.g. if i have my hero selected, then hit a control group hotkey, then quickly attack-move hotkey before the input lag of selecting the new units resolves the order, the attack-move is given to the hero rather than the latter control group.
This has resulted in me sending my main hero to places where i intended manta illusions to go, for example.
just wanted to add to the discussion - affects me and my mate randomly too - its very frustrating
ive added +cl_clock_recvmargin_enable 0 to my launch options but it still feels off but not as extreme? (might be placebo tho)
noticable if u try to press more than 2 things really quick like a item + skill1 + skill2 in succession in hectic fights
For players who are seeing the problem, could you try running with "-condebug" on the command line, playing a bit on a server to have the problem, and then share the console.log file that's generated during the game?
We're currently running with "+cl_clock_recvmargin_enable 0" on by default in the launcher for everyone, but it's still unclear if that actually helps.
Thanks for your patience folks - it's tricky to track down how to reproduce problems like this that happen 100% of the time for some unlucky players, and not at all for many others.
For players who are seeing the problem, could you try running with "-condebug" on the command line, playing a bit on a server to have the problem, and then share the console.log file that's generated during the game?
We're currently running with "+cl_clock_recvmargin_enable 0" on by default in the launcher for everyone, but it's still unclear if that actually helps.
Thanks for your patience folks - it's tricky to track down how to reproduce problems like this that happen 100% of the time for some unlucky players, and not at all for many others.
Started around 20:56 (juggernaut)
@tonymonsalo Is that log file getting cut off by GitHub? It ends abruptly just as we're getting to the interesting part of the game... Any chance you could put it on pastebin or something? Thank you!
@tonymonsalo Is that log file getting cut off by GitHub? It ends abruptly just as we're getting to the interesting part of the game... Any chance you could put it on pastebin or something? Thank you!
I posted it just during the game (because of "playing a bit on a server"), this version should be full:
@tonymonsalo Is that log file getting cut off by GitHub? It ends abruptly just as we're getting to the interesting part of the game... Any chance you could put it on pastebin or something? Thank you!
I posted it just during the game, this version should be full:
@jeffhill
Ahh... Sorry. Looks like it was cleared after restarting the game.. I will play another match
For players who are seeing the problem, could you try running with "-condebug" on the command line, playing a bit on a server to have the problem, and then share the console.log file that's generated during the game?
We're currently running with "+cl_clock_recvmargin_enable 0" on by default in the launcher for everyone, but it's still unclear if that actually helps.
Thanks for your patience folks - it's tricky to track down how to reproduce problems like this that happen 100% of the time for some unlucky players, and not at all for many others.
I'm sorry, where do I type this in :D? The game console, or the computers? Doesn't work in my command prompt on my PC.
@jeffhill Here is .log to the end of the game console - Copy (3).log
@kvaddballe i passed -condebug in launch options
Ability name
basic dota behaviour
Description
I hear about this issue around last 10 days from streamers, youtubers, on forums and experience this myself. But i don't see any reports on this bug-tracker. There is significantly annoying input lag, mostly on movement and rotating. At the beginning I had it only on juggernaut, but now i notice it on more heroes (applied video with templar assassin).
Some streamers said, that it is related to video settings, but it didn't helped me (maybe only a bit). As for me - i use borderless window (for the last7 years). Setting Fullscreen, i guess helps a bit, but not completely (and it is not comfortable)
Applying video, where i tried to synchronize hero movement in test lobby (left) and in mm game (right; video captured during a game).
https://github.com/ValveSoftware/Dota2-Gameplay/assets/20268195/6010beda-7f23-4198-9ff5-bea65b539cc8
Example Match ID (and possibly Timestamp)
7597571284 - 0:27 (this report is not about some separate game)