Part 1
Okay, so before shit hits the fan let me just say this. Whoever, or in this case. Whatever is currently working on CSGO, clearly don't have a single clue about the importance of tick synchronization between the client and a server. This - thing - that latched itself on to CSGO must be removed ASAP. If I didn't know better I'd say that a salty silver developer is hating on professional players because it can never hope to be as good as these players.
Part2
Launch CSGO offline against bots with these settings:
CSGO Launch Option: -tickrate 32 64 or 128 (tickrate don't matter - only for recoil accuracy)
sv_stressbots 1 - simulates players with 0 latency (the bots go through the same network calculations normal players do. They aren't "bots" anymore. But players with scripts and codes)
cl_interpolate 0 - get rid of interpolation bug on offline (can also be used on demos for a more accurate picture)
Additional settings:
(optional) sv_clockcorrection_msecs 0
*choose one, they do the same. Forces correct tick sync at all times.
*cl_clock_correction 0
*cl_clock_correction_force_server_tick 0
*cl_clockdrift_max_ms 0
net_fakelag 50-100 (100-200ms)
net_fakeloss (50% loss!)
Against these bots with 100-200ms and 50% loss. How many "OKAY WTF JUST HAPPENED???" moments did you have? Can you name even one moment?... I thought not.
If you actually tried these settings and played. There's no "magical" offline loss and online loss. They are the same. The same goes for latency. There is no magical offline latency nor online latency. They are the same regardless of how you do it.
And still. We simulated the bots as players with sv_stressbots 1 and again. There's no "magical" player here. This cvar makes the bots appear as players with 0 latency. But by all means test these settings for yourself on your dedicated server with friends. There's no difference.
Part3
Why is it such a huge deal for valve to fix the hitreg? No. Why's valve refusing to fix the hitreg? All they have to do is tweak these settings a little and voilà ? What is this? Oh, why hello there hitreg. I missed you for so long. Good to have you back again.
Again. If you think these are some magical settings that only works against bots offline, then you're wrong. Go rent any dedicated server. Apply these settings. Play with your friends and be done with the horrible hitreg issues that have plagued CSGO since it started existing.
The hitreg isn't broken because valve don't know how to fix it. The hitreg is broken because valve is systematically ignoring all feedback regarding the actually hitreg. Not hitbox. Hit registration.
"Oh but these settings are only good for people with low latency"
That's the purpose of net_fakeloss 50. 50% loss. You just witnessed the game not caring the slightest about a connection with 50% packet loss. Nor does it care online. Network issues are just lies manufactured by whoever lazy person not wanting to actually do something about the issue. They just want to look smart. Shame on them. We're talking about 50% of your packets not reaching the server, not 50% penalty to bullet accuracy. But did you suffer? No. 50% packet loss and you still hit your shots pretty good.
Part4
Valve is systemtically ignoring all feedback regarding hitreg and clock correction. But first of all. What is the deal with clock correction? Why is it worth mentioning all the time?
Peeker advantage didn't exist in the Counter-Strike franchise until the implementation of clock correction. I may be very very wrong, but I heard someone mentioning it being shipped with the Orange Box update. Anyway. Whomever working on clock correction had a very bold idea in mind when he was working on it.
"How can I reduce the ping advantage in online play?"
The answer is clock correction. The name is very misleading. What it should be called is cl_latency_correction or cl_tick_correction.
Source was supposed to be the flagship in fps-esport online gaming. Finally with clock correction, ping wouldn't be such a huge deal anymore. You know about the peeker advantage in CSGO right? That's clock correction. Or rather. The unfinished product of clock correction. The inventor never intended for players to get an unfair advantage where you'd die before you could see the enemy. I won't go into great detail about clock correction. Some other guy beat me to it long ago, explaining what features clock correction was supposed to introduce to the CS franchise. I bet some users can dig it up for you if you don't care to use the search button. Just google clock correction.
Back to valve instead.
Part5
Why is it that we can have better graphics. Fancier nades. Cooler skins. But the hitreg must go. Where is the logic in this? I don't understand how this can be ignored for so long when all you have to do is change a few config values.
Oh oh oh. Don't worry. Like I said. Valve already know about all the hitreg issues with clock correction. Check it out for yourself in the console.
cl_clock_correction 0.
Could you change it? Could you fix your hitreg issues? Nope. CHEAT PROTECTED. Well played valve. Well done openly sabotaging the hitreg. Trust me. Source2 won't fix the hitreg, because clock correction will still be there. Haunting us since CSS.
Thanks. Enjoy your your broken hitreg - forever - unless you care to join me in the uprising against valve and their stupidity. Send them emails. Make demo comparions. Your POV against the server POV. You didn't miss your shots. Your client is just giving you false information about player locations. What you see is severely delayed.
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