ValveSoftware / csgo-osx-linux

Counter-Strike: Global Offensive
http://counter-strike.net
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Dying behind walls #3390

Open woodzopwns opened 1 year ago

woodzopwns commented 1 year ago

Your system information

Every system

Please describe your issue in as much detail as possible:

People are dying behind walls, often having visual output different to server processing by very large disparities.

Steps for reproducing this issue:

  1. Shoot an enemy before he enters cover right after a tick from the server has ticked.
  2. Move the enemy behind the wall.
  3. Watch as the enemy dies when the next tick ticks.

SOLUTION

This is a problem with 64 refresh rate servers as much as it is with interpolation and ping. CS:GO could get away with these disparities by registering shots at the same time the server ticked, and by not having the sub-tick system. The server does not tick fast enough to provide an accurate visualisation of what has happened as the sub-tick system is far more accurate now and thus requires a much more responsive visual output of things like player death, which can only be received by an enemy at time of next tick after death.

Players will continue to receive delayed deaths due to a combination of the following:

Latency Interpolation values causing delay The time delay between the server ticks

Skeletonek commented 1 year ago

I am having the same problem. I think something is wrong with interpolation mainly. Having like ~20ms ping, enemy has about 40ms ping, and being behind a wall already for about 200-300ms i get a headshot not through wall.

woodzopwns commented 1 year ago

I am not trying to blame any one system here, this issue existed in CS:GO I'm just trying to provide insight as to why it's so much more visually obvious here in CS2. I believe the extra accuracy of the sub-tick system has introduced enough of a delay to make it terrible visually.