Is this why shooting feels off in CS2?

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MrMaxim

MrMaxim

Күн бұрын

Пікірлер: 1 500
@MrMaxim
@MrMaxim 11 ай бұрын
Valve addressed this in todays update!
@TheDanishBully
@TheDanishBully 11 ай бұрын
so when are you gonna update your video?
@willn4129
@willn4129 Жыл бұрын
watched, this honestly feels very accurate to my experience where something feel off about shoot but the hit reg is great
@ChrisBrown-ir6sf
@ChrisBrown-ir6sf Жыл бұрын
Average PRO players reaction time is 200 ms. The 128 had a 7ms delay, So it was 30 times faster than your reaction time and you prolly missed 1 kill out of hundreds cause of 128 tick, Now subtick will make sure you kill 1 more guy in 100 duels but with the cost of unsatisfying gunplay and horrible spray, L or W ?
@Mafiota10
@Mafiota10 Жыл бұрын
@@ChrisBrown-ir6sf L because you would feel that constantly something is off but if they fixed that issue it would be 2xW
@ChrisBrown-ir6sf
@ChrisBrown-ir6sf Жыл бұрын
@@Mafiota10 Yes if they make animation tickless like Shooting, Without it Its a meh game. Nothing can change my opinion, it's a fundamental flaw which can't be played for years.
@peevan
@peevan Жыл бұрын
@@ChrisBrown-ir6sf Definitely an L, inconsistency and visual delay is one of the first things you should avoid when creating a competitive esports title. the most important parts of a shooter like CS is the split second decision making and mechanics you have to do in a gunfight. If there is visual delay, clutter, input lag, and inconsistency it jeopardizes the integrity of the competitive aspect of the game.
@emilg2075
@emilg2075 Жыл бұрын
​@@ChrisBrown-ir6sf Where did you get the idea that the average pro player's reaction time is 90ms? It's extremely wrong
@bloo7570
@bloo7570 Жыл бұрын
The absolute dedication of CS players to examine stuff like this that we all notice and break it down to make it explainable for us and fixable for Valve will never cease to amaze me. It really makes me super hopeful for the final product of CS2. Watched. Edit: Can you guys please stop arguing about Valorant in the replies? We get it, it took a lot from CS. But it has nothing to do with this comment or video. If you've nothing nice or constructive to say about it, let it be. We don't need to bring it up all the time to prove that we are "better'. Because if anything, it achieves the opposite for us.
@DonnyZaZa
@DonnyZaZa Жыл бұрын
cs & melee autists have done more for society than entire govts
@orangepie2128
@orangepie2128 Жыл бұрын
Least schizophrenic cs player😂
@ditz3nfitness
@ditz3nfitness Жыл бұрын
CS PLAYER > VALORANT PLAYERS
@Pixote420
@Pixote420 Жыл бұрын
totally agree! Great Video @MrMaxim!
@budgetking2591
@budgetking2591 Жыл бұрын
Videogame players < Real life players@@ditz3nfitness
@Summanis
@Summanis Жыл бұрын
Watched. This would explain why people say sprays feel off. Your spot in the spray would be slightly ahead of where you see yourself in the animation/when you think you started shooting. Sub-tick seems pretty awesome so far and I wouldn't be surprised to see it become a new gaming norm. CS has one of the most nit-picky communities around. It's good that sub-tick is starting here because we'll probably find most every bug and quirk of it before years end.
@joostfloot5279
@joostfloot5279 Жыл бұрын
That would make so much sense! I've such a difficult time spraying, looking forward to the fix that's most definitely gonna come eventually.
@tehjamerz
@tehjamerz Жыл бұрын
​@@joostfloot5279the fix is removing subtick
@MrFlejon
@MrFlejon Жыл бұрын
I think it's all placebo effect. The spray has slightly more spread, but overall, the shooting doesn't feel weird. It maybe felt weird if you had 4k hours but for everyone else, it felt less weird than csgo. Idk why people pretend that csgo was some golden standard. I started playing a year ago so I don't have a strong bias towards it. And csgo felt like dogs hit for the first 500hours. I think what is happening is cs player are exposed to a real engine for the first time and are thrown off by how much better it is. I have a friend that is godlike at generic fps like cod or battlefield. He kinda sucked at cs because of all the weird mechanics. Played cs2 and got ranked 12k because all his shot would connect. Csgo mechanics were actually crap
@Dozla78XD
@Dozla78XD Жыл бұрын
@@MrFlejon Both shooters you mentioned have aim assist and have completely different mechanics to csgo. It's like saying that a f1 driver is going to be good at driving a truck. He's hitting shoots in cs2 becasue they made weapons a lot more acurate while running,. Which IMO is just a stupid change that's probably going away in a couple months after release when they start loosing more veteran players from it than noobies are coming
@710bren
@710bren Жыл бұрын
@@MrFlejon how do you say so much but nothing at the same time
@iNSAN1TYCS
@iNSAN1TYCS Жыл бұрын
i think a good fix for this issue would be to change the firing animations from being server sided to being client sided instead, it would make more sense and wouldnt cause the issue of it being out of sync because since firing would be client sided it doesnt rely on a tick, it just relies on input from your mouse
@АлександрНеделькин-е8щ
@АлександрНеделькин-е8щ Жыл бұрын
That's exactly my first thought
@tylermartin6516
@tylermartin6516 Жыл бұрын
The potential issue with this is then you get worse hit reg feeling when you die first as for you it will still shoot. Its the same non-zero ping issue as other games and quite normal. would be an improvement. No reg is better than an out of sync clientside
@jimleoromines8114
@jimleoromines8114 Жыл бұрын
if that's the case, there's gonna be scenarios when you shot your awp first but then you still die
@iNSAN1TYCS
@iNSAN1TYCS Жыл бұрын
@@tylermartin6516 i get your point, but the thing is since subtick remembers if you actually hit somebody, if you click and you’re on somebody, it shouldn’t be an issue with desync and etc, there might be a few scenarios where that issue happens but i think very few
@Luper1billion
@Luper1billion Жыл бұрын
In fighting games theyre starting to standardize rollback netcode where people are willing to experience the occasional millisecond fakeout if it means their buttons are registering
@MrMaxim
@MrMaxim Жыл бұрын
Just wanna make this clear again - Take this information with a grain of salt. There's always room for more clarity and maybe even some corrections down the line. None of this is confirmed by Valve. However, CS2's sub tick mechanics are proven to work already so that's good news in itself.
@Youskarumbo
@Youskarumbo Жыл бұрын
Watched: I want to thank you for another great video. The most consistent cs content creator out there. keep it going bro love 💪🏽
@DryestViper
@DryestViper Жыл бұрын
Watched but this doesnt explain why when you are spraying your gun even against static targets the spray vanishes
@ChrisBrown-ir6sf
@ChrisBrown-ir6sf Жыл бұрын
Worked to make CS feels like an android shooter.
@Sujay95
@Sujay95 Жыл бұрын
​@@ChrisBrown-ir6sfoh look! another wannabe know-it-all moaner
@ICECOLD_SEAL
@ICECOLD_SEAL Жыл бұрын
Watched! Alla dina videos såklart ;) Detta är så J*VLA bra förklaring och om dem löser problemet är det ju nice! Om dem fixar så att skottet avfyras tidigare så blir det jobbigt, och vad händer om 2 spelare skjuter på EXAKT samma tic, och registreras på nästa, vem dör? :O
@KingKong-mp6gj
@KingKong-mp6gj Жыл бұрын
This would explain many oddities about shooting like the sprays not connecting even they are the same as in go or not getting kills because you stopped shooting after the right amount of shots but actually shot one bullet short of a kill. I suspect this is not only tied to visuals but audio cues too. You often don't hear defuse or plant sounds in cs2 but other players do. Could also may be be a sync problem between tick and subtick.
@rubenbernal7933
@rubenbernal7933 Жыл бұрын
Yeah I want to know why spraying feels like shit too
@MGNikram
@MGNikram Жыл бұрын
This is what i feel when play cs2. I knew something were off but cant describe more better then your video. TQ
@ChrisBrown-ir6sf
@ChrisBrown-ir6sf Жыл бұрын
Subtick is an epic fail. I will always choose 15ms/7ms latency delay in shots than this horrible feeling shooting which feels like phone game
@thing4826
@thing4826 Жыл бұрын
I'd rather the shot always registers and the visual is what doesn't rather than both the shot and the visuals being behind.@@ChrisBrown-ir6sf
@ChrisBrown-ir6sf
@ChrisBrown-ir6sf Жыл бұрын
@@thing4826 Not to mention neither subtick will be instant cause you forgetting your ping. So if you get 20 ping in subtick you will get exact 20 ping but 20+extra 7ms ping in 128tick + crisp gunplay. Take one. Do extra 7 makes any difference?
@Wavpro
@Wavpro Жыл бұрын
@@ChrisBrown-ir6sf didn't you watch the video? Clearly it does make a massive difference.
@ChrisBrown-ir6sf
@ChrisBrown-ir6sf Жыл бұрын
@@Wavpro he made it for slow motion ? You play in slow motion ? Show me 1 clip where your bullet missed cause of 128 tick ? even for PROS standard its 9.9/10
@atre7940
@atre7940 Жыл бұрын
For some reason this serverside presicion only seems to apply to onetaps, pistols/deagle that seem really op in cs2. At the same time u can spray at someone almost point blank and get 2 hits out of 10 bullets, Sometimes server decides to be precise other times exactly the opposite. Hope they figure it out before the official release.
@demetriy__7222
@demetriy__7222 Жыл бұрын
Well, about that...
@Ashen75
@Ashen75 Жыл бұрын
Watched. Subtick really made the game far more precise from a technical standpoint, but it's gonna be hard for all of these visual discrepancies resulting from some things being subtick and some things being tickrate-tied to be resolved.
@tehjamerz
@tehjamerz Жыл бұрын
Precise??? 1.6 is more precise
@digojez
@digojez Жыл бұрын
@@tehjamerz elaborate further
@TallGermanGuy
@TallGermanGuy Жыл бұрын
@@digojezthey can't, they got their opinion from twitter
@erisium6988
@erisium6988 Жыл бұрын
they just should make animation a local thing not server dependent so there is no problem with delay. There is no point to make visuals on ur pc and not on server.
@SuperJoF
@SuperJoF Жыл бұрын
@@digojez we all know he can't. 🤣
@faite
@faite Жыл бұрын
watched, this actually makes a lot of sense as to why pistols feel inconsistent and smgs feel more consistent - slower firerate guns will make this effect more noticable, whereas higher firerate guns can almost mask the fact there's a slight disconnect
@oleksandrmarkovichenko5774
@oleksandrmarkovichenko5774 Жыл бұрын
Emmm... Like opposite. In terms of pistols - you will not see any difference in animation behavior between cs2 and csgo. The only difference is that in cs2 the shots will be calculated more precise, and "if you aim at the enemy on your screen" - it will count as a hit. But with high rate firearms, when you spray - what you see on the screen is not what actually have been shot, because animation and calculation are desynched is cs2 (which wasn't the case in csgo)
@aaron-ps7ht
@aaron-ps7ht Жыл бұрын
Im confused as to why the shooting animation would be tied to the tick rate in the 1st place. Only thing I can imagine is that as the server still only updates the game state every tick that they want to make sure that a firing animation is only played if you actually had a chance to shoot (aka make sure you weren't dead on another players screen)
@solitary200
@solitary200 Жыл бұрын
Animation state is associated with an entity in a snapshot.
@rogerelzenga4465
@rogerelzenga4465 Жыл бұрын
because that's how games work....
@aaron-ps7ht
@aaron-ps7ht Жыл бұрын
@@rogerelzenga4465 yea ngl I hadn't thought it through properly. The longer I think about it the harder it seems to integrate, without a tick system. In my defense I just woke up😅.
@m.n.s.s2825
@m.n.s.s2825 Жыл бұрын
Valve could very well make CS2 a 64 tick like CSGO and it would still make less noise compared to their subtick is making now. The game feels off, The spray is off. For the cost of what ? I never seen any pros even asked for that fancy tickless shooting. They prolly did it to make it sound amazing and revolutionary to get all the praise but surely its now backfiring.
@solitary200
@solitary200 Жыл бұрын
@@m.n.s.s2825 just need to tune it
@michaelplaczek9385
@michaelplaczek9385 Жыл бұрын
It’s an easy fix from Valve, they already have a method to find when you shot via the sub tick system. They just now have to change the animation to play when that happens
@CaelSalad
@CaelSalad Жыл бұрын
Great video! If this is truly the case of why it feels different, I am at least glad that if I click a head it will hit
@MrMaxim
@MrMaxim Жыл бұрын
Haha, good point.
@Skyliner_369
@Skyliner_369 Жыл бұрын
I think, hilariously, the simplest answer would be, well, to have the client side firing animation be, well, instant. Sure, your team mates will see your firing tick synced, but you yourself will have the muzzle flash and visuals the frame you click, improving the feel of the firing response. after all, the firing animation is there to help you really 'feel' how the gun acts. this might even help with non-tick-synced fire rates.
@hkiajtaqks5253
@hkiajtaqks5253 11 ай бұрын
Sometimes the player dies after I stop firing and turn around. The lag is very noticeable sometimes. It is too out of whack.
@TolisKarapPlanB
@TolisKarapPlanB Жыл бұрын
Thanks for all the guidance Maximuh! Well, CS 2 still has a long way to go, but all this is so promising. We hope for the best 🙏
@alex.104
@alex.104 Жыл бұрын
Lil bro didn't watch the video
@instantpartyWTF
@instantpartyWTF Жыл бұрын
This video perfectly explains what we've all been experiencing without knowing what was happening, this makes perfect sense
@proshot7152
@proshot7152 Жыл бұрын
this is mind blowing how much effort they are putting to make this game better im so excited for the full release btw watched
@carlbrenston8436
@carlbrenston8436 Жыл бұрын
they didn't :(
@SatQed
@SatQed Жыл бұрын
Sound man, sound sucks
@thejoyofcreation3307
@thejoyofcreation3307 Жыл бұрын
Idiot actually thought Valve would do their job right.
@nmhjjp
@nmhjjp Жыл бұрын
​@@carlbrenston8436they did, but the tism doesnt let you see it :(
@Byoasis1
@Byoasis1 10 ай бұрын
@@carlbrenston8436 valorant still better :D
@BeastyBundy
@BeastyBundy Жыл бұрын
Watched: They could definitely make the fire animation sync, and probably will, they most likely assumed it wouldn’t have that big of a gameplay effect
@blueberrybraam
@blueberrybraam Жыл бұрын
Watched. Does this mean the firing animation is rendered server-side? If so; is it a possible solution to make the animation client-side? You would see the animation on "click" which would fix the weird feeling when shooting. They just have to sync the weapon handling on tick-basis to make it competitively viable and prevent issues with guns showing to enemies while it doesnt look that way on you own screen.
@pudgebooster
@pudgebooster Жыл бұрын
then you would have a delay between shooting and enemy dying because deaths are processed server side.
@tekno47
@tekno47 Жыл бұрын
no, its client side already. and @pudgebooster there already is a delay between shooting and enemies dying, its just so small on low ping you dont notice it
@aaron-ps7ht
@aaron-ps7ht Жыл бұрын
Nope the animation is for sure only client sided. The server would just waste precious resources. It's not so much that animation is rendered server-side, but the game state is calculated (and verified) by the server. I assume that they only give you the ok to shoot once the server has decided that you shot while you were still alive. But even that I'm not of as hardly anyone has a < 15ms ping. So it might just be that the entire animation rendering process is tied to the tick rate
@wazzaaaa05
@wazzaaaa05 Жыл бұрын
@@tekno47 the firing animation isnt client sided because theres a delay bruh use ur common sense
@tekno47
@tekno47 Жыл бұрын
​@@wazzaaaa05 you realise clients run on ticks too right? stop spreading misinformation when you dont know what you're talking about. go play on a 350 ping server right now and try shooting. there's no delay (apart from whats shown in this video)
@user-mm5dr1lk3v
@user-mm5dr1lk3v Жыл бұрын
Watched. I guess thats why spraying is difficult in cs2. We control the recoil based on the animations of the bullets being fired. If animation doesnt line up it could mean the actual spray might even be whole bullet ahead of the animation based on which we compensate.
@lukasklupfel2927
@lukasklupfel2927 Жыл бұрын
watched. This makes a lot of sense. I always felt like the hit reg is so much better and the sprays are the same but thought that the odd feeling comes from the viewmodel values. Turns out it's not the the viewmodels but the animations but they are displayed via the viewmodels, so I was kind of in the right direction. I suppose it's not as easy a fix as to trigger the animation client sided immediately, otherwise Valve would have done it already months ago before the limited test. Let's just hope someone really smart comes up with a good solution.
@pierrotA
@pierrotA Жыл бұрын
The more I think about it, the more it seem impossible to solve without adding worst problems... What people fail to understand is that the tick is not only for the server, it's how a game update each frame. The client still use tick for each frame... The only difference is that servers generally have fixed tick-rate, when clients or local games have variable tick-rate based on the FPS. In short, if you move the animation entierely client-side the offset will be dependent on your FPS, creating a very large advantage for thoses that have better machines. In addition you will have roll-back problems (you shoot but you were already dead, you shoot but in fact you are already recharging, etc).
@reimo7636
@reimo7636 Жыл бұрын
can really feel this when throwing nades
@HyperCS2
@HyperCS2 Жыл бұрын
I don't think people will ever stop complaining unless they get 128-tick servers coz it has been wired in our minds that it is the only solution. More apparent from Valorant and faceit's servers.
@roddimonster
@roddimonster Жыл бұрын
This is GREAT, its important to have a person like you making these issues more visible to the community so Valve can work faster, thank you maxim
@kc8189
@kc8189 Жыл бұрын
i don't think that's something they can fix, its just that it explains to people why it does feel weird, cause i felt something off, but it wasn't affecting the gameplay - maybe i'll play it more now
@ntariku
@ntariku Жыл бұрын
Watched. I have hope that these issues will be resolved and cs2 will be even bigger success than csgo
@m.n.s.s2825
@m.n.s.s2825 Жыл бұрын
It will be amazing if they make the animations as fast as the shooting, It gonna be better than 128 if that happens
@MrMaxim
@MrMaxim Жыл бұрын
Both of you are expressing my thoughts exactly
@akhiilgupta
@akhiilgupta Жыл бұрын
That is also the reason why we see more responsiveness in 128 ticks as compared to 64 tick in the sub tick system. If valve optimises it then 64 tick vs 128 tick may not be an argument in the near future.
@Greg2fram
@Greg2fram Жыл бұрын
As a gamedev, I highly doubt that animations are triggered server-side, especially with a sub-tick system that allows to shoot at any time.
@evlad7238
@evlad7238 Жыл бұрын
animations are obviously triggered client side, but it could be waiting for the next server tick before showing the animation to be in sync, idk
@FloIstMoep
@FloIstMoep Жыл бұрын
Why would you want to sync that? The weapon animation that the client sees is only relevant for the client.
@Kaizagade
@Kaizagade Жыл бұрын
@@FloIstMoep im going to guess due to sound effects? As thats a huge thing in counter strike. Gives away positions and if thats delayed it could be the difference between getting the kill or being killed
@DR-54
@DR-54 Жыл бұрын
They probably synced the animations to the server tickrate because in csgo, the bullets would also be synced to the server tickrate and it would produce a more accurate experience and guns would feel way better and more responsive this way. Then, in cs2, they forgot to remove the animation delay and now everyone can't spray for shit. In simpler terms, csgo had the exact opposite issue where the animation would play before the bullet fired. They fixed this by syncing them to the tickrate. When moving to cs2, they forgot to stop syncing them to the tickrate. Thus, we are having the exact same problem years later. This time, it's due to the fix to the last problem.
@Greg2fram
@Greg2fram Жыл бұрын
@@DR-54 Even sincing the animation to the tickrate in CS:GO sounds crazy to me. You want a game to be reactive. The time between the click and the action on screen has to be the lowest possible. The hits registering on the server are a different matter, and that's were we have those 64 checks per second (are you hitting that guy, or not?). If I had to guess, people sometimes miss on CS2 because everything is slightly different, and those difference added up make them miss the first bullet, or their spray timing.
@swagboyyy
@swagboyyy 11 ай бұрын
Watched. Subtick is neat, but imo it's not production ready until the animations are able to be synced up. Game feel is the most important thing when playing a video game, so it doesn't matter how accurate subtick is, if it feels worse for the player, then it is worse.
@herald1953
@herald1953 Жыл бұрын
the amount of effort from the community to discover this is the reasons why i love valve's games
@hadziun994
@hadziun994 Жыл бұрын
Watched, this would explain some of the flicks in csgo where you shoot and then flicking, killing a player that wasn't originally in your shot. This eliminate that.
@SarthakSPyt
@SarthakSPyt Жыл бұрын
There's a guy on youtube that did a circle flick test on csgo and cs2 with all guns and he found that if you are moving your mouse when shooting, the shot goes first before the mouse crosshair. So if you do a 360 and shoot and stop immediately, for that he used a bind and script in cs2, but if you do that, then the shot bullet hole will appear first and the crosshair will exceed it moving forward. This video explains why that happens.
@Ashen75
@Ashen75 Жыл бұрын
Yeah, the shot gets registered at a subtick level and shoots instantly (as it should), but your crosshair movement is way too frequent to reasonably be sent to the server at a subtick level so it will still be moving during the remaining milliseconds after the subtick was processed, and end up at a separate place from where you shot once the next tick arrives. It's basically like subtick removed the tick-rate based input delay that we're all used to experiencing which makes things far more precise but causes weird situations like this to happen due to how shooting and movement are separate from the tickrate system while crosshair position is still tied to the tickrate.
@AlbertWesker_GOAT
@AlbertWesker_GOAT Жыл бұрын
In csgo when flicking the left click is pressed when the crosshair is exactly on the head, not before. Definitely in my opinion CS2 is not really accurate.
@Kaizagade
@Kaizagade Жыл бұрын
the keybind stops the spinning and clicks at the same time, so therefore the shot is where you stopped, so the bullet shouldnt be behind the corsshair@@Ashen75
@Ashen75
@Ashen75 Жыл бұрын
​@@AlbertWesker_GOAT Cursor movement is still being fully processed at a client-side level so if you really clicked on the head from your perspective, as long as latency interpolation issues don't occur you will hit your shot. The server won't show that you were aiming at the head and the VOD probably also won't show it since VODs record things from the server's perspective, but as long as it happened from your client-side perspective, your game will use the sub-tick system to tell the server that the shot happened at the exact point it was from your perspective, and it will register it as a hit.
@AlbertWesker_GOAT
@AlbertWesker_GOAT Жыл бұрын
@jjh75 And what's latency interpolation? It has something to do with my internet speed and ping?
@Omkar_Rangole
@Omkar_Rangole Жыл бұрын
This video explained very well, I didn't understand the sub tick system well by watching other videos, nice explaination!
@bnhm1871
@bnhm1871 Жыл бұрын
Correct me if I'm wrong, but if the shooting animation was instantaneous and done locally, wouldn't there be a delay before the enemy is killed (since this would be calculated server side, and on the next tick)? Maybe it would be small enough to not really notice.
@pudgebooster
@pudgebooster Жыл бұрын
yes you are correct! and don't forget about ping, so the delay would be even longer than a tick duration.
@tekno47
@tekno47 Жыл бұрын
theres already a delay if you have ping
@mitchg93
@mitchg93 Жыл бұрын
@@tekno47 No shit Sherlock... latencies stack together, so we try to minimize each of them at an individual level.
@tekno47
@tekno47 Жыл бұрын
@@mitchg93 what? shooting animations are already done locally, the only delay is the subtick issue shown in this video. and because it's already local, there is already a delay before enemies are killed. i'm not saying don't fix the issue in this video, i think it would be a great fix to have shooting animations start as soon as you click. i'm just saying that there's already a delay before enemies are killed, just with ~30 ping you can't notice it so it looks like there isn't any.
@clikcy_
@clikcy_ Жыл бұрын
Just watched it and this explains why my flicky awp playstyle just somehow, sometimes, just misses. Good video.
@hov2435
@hov2435 Жыл бұрын
watched. An easy way to fix this is if they make CS2 process the gun shot animation locally, as opposed to waiting for server command or for the next tick to arrive. As soon as a mouse click is registered, the game can immediately render the gun firing so if a shot hits, there's no delay, if it doesn't, it will just look like you miss your shots without affecting the logic of the game, as least not for the person shooting.
@kefkef5
@kefkef5 Жыл бұрын
Yeah, running the animation on the client should be straightforward without affecting all the other physics calculations of the game. The one downside is that the person getting killed might not even see the animation happening on their screen. Or when they move into cover during the same tick as the shot, the advantage will always be the one making the shot.
@jonald4784
@jonald4784 Жыл бұрын
Watched, great vid! Seems to me like solving this "problem" without reverting back to what we have in csgo would be difficult, but I'm hopeful they can fix it anyway!
@mischol
@mischol Жыл бұрын
totally agree, what i also really dont like is shooting after being hit with a nade. idk why but it just feels wrong to shoot without any type of noise to go with the shot (even if you where to only hear your own shots dampened)
@alphawolf6708
@alphawolf6708 Жыл бұрын
Watched Yeah i feel like the visual factor is just that final brick in the wall that needs to be added/fixed in order for the foundation of CS2 to be perfect. That, and better performance on CPUs post 2013. Its also interesting to see how many players, including myself, can somehow feel even the slightest delay/offset in the timings of everything too.
@dodu-zi8bd
@dodu-zi8bd Жыл бұрын
How could they fix the visual factor ? Shooting isn't tied to tickrate and the visual factor is tied to tick rate. There is an unavoidable 15.625 ms delay on 64 ticks that is not possible to remove. They wanted to make 64 tick subtick better than 128 tick and made 128 tick even more necessary
@alphawolf6708
@alphawolf6708 Жыл бұрын
@@dodu-zi8bd Dont ask me, im not a software expert or game dev. But we know that if the disappearance of tracers can alter the feeling of the game by a lot, a very VERY small factor like the animations not being in sync with the tickrate could still heavily change the handling of weapons in game. Lets just see how valve does it though. Their fix streak is getting good.
@HTK9325
@HTK9325 Жыл бұрын
watched, now i can understand why the spraying feels of but tapping feels good if they are able to fix this so the tap and animation happen in the same moment(tick) this would be game changing
@SNOOWGOOSE
@SNOOWGOOSE Жыл бұрын
I personally felt that tapping is more natural than the spraying while gamin’ too, and this was the base issue of that problem.
@keshav_c17
@keshav_c17 Жыл бұрын
Nice research man. It seems about right. Now I am able to understand the sub-tick concept much clearer than before (depending upon the accuracy of this research). Let's hope Valve has some solution to this. It will be amazing if Valve figures out a way to tackle this. 🤞
@Oliver_bohman
@Oliver_bohman Жыл бұрын
yea. this is pissing me off, and the dude in the video said it was good. its more "accurate" but at the same time NOT accurate at all. hitboxes and subtick is fucked in CS2 just copy everything, Movement. Aiming. flicking. jumping. and so on from CSGO imo
@ICECOLD_SEAL
@ICECOLD_SEAL Жыл бұрын
Watched! Alla dina videos såklart ;) Detta är så J*VLA bra förklaring och om dem löser problemet är det ju nice! Om dem fixar så att skottet avfyras tidigare så blir det jobbigt, och vad händer om 2 spelare skjuter på EXAKT samma tic, och registreras på nästa, vem dör? :O
@Reggy-TV
@Reggy-TV Жыл бұрын
Watched and loved it! Great research by everyone involved, and thank you for compiling, distilling, furthering the research, and spreading the word! :) I have some thoughts on this and would like to share them to see if any sound applicable / realistic. So, to clarify my understanding of subtick and its relation to this situation, as MrMaxim explains in the video, the subtick is tracking the exact sub-second moment that the shot is registered on the client side, and waiting for the next server-tick to register that information. This delay, from my understanding (could be wrong, of course), applies to both the registration of the shot (ie, server registers and displays player dead if you shot while they were in your crosshair), as well as the shot animation. I believe this is exemplified in the way the enemy character continues to walk, even on client side, while it waits to receive confirmation that there are no conflicting actions that happened before that millisecond that could negate it. POSSIBLE SOLUTION: I suggest merely switching the animations / sounds of gunfire to a client side action, similar to the way the sounds of switching your weapons is neither broadcasted to or from the server. I believe this option is likely something valve has already or is currently still considering, and maybe they were just waiting for the cs2 server infrastructure and interp settings to be at a more reliable place before doing this. It's hard to speculate on that side of things, however, I do believe that switching it to client side is a good long term solution. No matter how you slice it, with the subtick system being the route, there will be delay or backtraces on some end, to account for conflicting outcomes etc, but their are similar drawbacks to the old system as well, so im fine with them working to iron this one out. Having the sound on the client side would remove the audio / visual delay that feels so disjarring for the shots. Everyone on the server will still get aggregated events for all subtick events that happen on other clients, since, to our current knowledge of the system, it's still registering and transmitting the subtick information back and forth to the clients via 64 ticks. Hopefully there are no obstacles that make this solution unfeasible. Please let me know if you have any thoughts on this :) I appreciate that valve is taking the time to work on the server related settings / defaults for in game (interp updates recently), as well as work out kinks in the finer details of the game / server to get it to be polished
@_tobii
@_tobii Жыл бұрын
Very well said. One thing to keep in mind is that backtrack or rollback synchronization is very hard to get right in netcode, especially in some like CSGO, where so much can actually happen in one tick, on the server and in every client. That being said, they did get subtick implemented, so who knows
@Zeazy
@Zeazy Жыл бұрын
Watched. I read the post and knew this video was gonna be about it. The dedication to research is beautiful.
@amirhas191
@amirhas191 Жыл бұрын
Thanks for the video, Max! Now can you do a video on why CS2 spray feels weird as well? Because it felt inconsistent and needs to pull mouse down more compare to CSGO
@rahulahl
@rahulahl Жыл бұрын
Depends on the gun. My main gun is MP7, and I dont get what all others are saying is "wrong feeling" about the shooting.
@ZajebisteJakPojebane
@ZajebisteJakPojebane Жыл бұрын
@@rahulahl "my main gun is MP7" xDDDDD that's the reason, you're probably in Silver.
@rahulahl
@rahulahl Жыл бұрын
@@ZajebisteJakPojebane ​ 1) I dont know what the point of that argument is? Here I am providing a data point from the POV of a MP7 user so OP can help figure out if its a weapon based issue or game based issue. And you are trying to make it out as if the opinion of a silver player does not matter? 2) I usually hover between MGE-LE. Once in a blue moon, I touch LEM, but my reactions are simply not what they were and I'm probably never gonna get a higher rank because I just don't have the drive to push myself. This is just a game where I hang out with my mates and have fun. In the past, I used to be SMFC. And yes, that was me using XM and MP7 back in the day.
@MrGatlin98
@MrGatlin98 Жыл бұрын
Watched. This is why flicking with an AWP is essentially impossible now. It used to be that you could click and flick at the same time and the crosshair would land on the head as the bullet shot. Now with the precise timing, the moment you click, you "shoot" so the animation may show you on their head but the shot happened way before so you miss. It's more correct this way but the animations need to be synced to the shot. ...im sure there's problems with that too. Like maybe killing someone on your screen but the server hasn't caught up so you die to their shot instead. Not sure.
@Joke89ful
@Joke89ful Жыл бұрын
watched, i think your explanation is on point . I am more worried about cheater situation , can you make video about that (what has been promised and what to expect from valve in this matter) ? thanks for good content , keep up the good work !!!
@pyroV12
@pyroV12 Жыл бұрын
Yeah subtick is really cool, just Valve needs to polish it a bit more and there we go
@drScorp1on
@drScorp1on Жыл бұрын
Watched. Wonderfully well explained, top production quality. Having both actions in sync would be great.
@neptune.8108
@neptune.8108 Жыл бұрын
ive had several experiences where i peek a corner, see someone who shoots at me, so i go back behind cover, and then die. it feels like im playing with 150ms ping instead of 64tick
@jeron1847
@jeron1847 Жыл бұрын
I think you explained completely correct but it’s weird since if you would play the CSGO example 10 times there is a chance that you would hit several shots because the tick is happening like 0.5 ms after your shot thus making it more inconsistent than CS2 where you always hit the shot only the animation is delayed. I’m curious to see what solution Valve comes up with but otherwise I think we just have to get used to it.
@MrBa143
@MrBa143 Жыл бұрын
The problem is you cannot get used to this. The delay varies between 1 ms to 15 ms. If the delay was consistent, then we could get used to it.
@jeron1847
@jeron1847 Жыл бұрын
@@MrBa143 the same happens in CSGO. If you click there is also a delay between 1 and 15 ms when your shot registers and then its not compensated for the moment you clicked (the sub-tick) so the new system is objectively better.
@usem_and_losem937
@usem_and_losem937 Жыл бұрын
watched, I think my muscle memory is so built out from cs go that I feel like i'm missing all my shots.
@maxzett
@maxzett Жыл бұрын
It just feels horrible. I don't even think that fixing the firing animation would resolve the issue as the enemy's player model would still move until the next tick and I think that's the thing that throws me off the most personally
@HandjobHandsome
@HandjobHandsome Жыл бұрын
theres no ticks, small brain
@Ashen75
@Ashen75 Жыл бұрын
Movement is also processed at a subtick level though, so you will still be hitting shots that you were supposed to hit. Any issues regarding enemy movement are mostly a result of latency-based interpolation, which is another issue of its own.
@maxzett
@maxzett Жыл бұрын
@@Ashen75 yea that's not what I meant, but its just super confusing if the subtick already knows you got the kill, yet the player keeps moving until the next tick
@autotv1969
@autotv1969 Жыл бұрын
Watched. Thank you for this analysis, I hope you have a wonderful Fall!!
@n01z3
@n01z3 Жыл бұрын
can also feel the action and animation registering with nades. pull out a nade and try toss it and switch back to your gun, we always do to save those preciouses milliseconds, often you wont even get passed tossing the nade part of this. always feel i got to wait 120ms or so just to be safe that the nade gets thrown with out being put back in your pocket.
@-T1m-CS
@-T1m-CS Жыл бұрын
I think sub tick is better but sometimes there is a noticeable delay before i shoot my gun. The place you notice the most is shooting inferno's bells in a certain pattern repeating it. This is how you feel the most of the delay.
@-T1m-CS
@-T1m-CS Жыл бұрын
I don't have telegram
@young7783
@young7783 Жыл бұрын
Saw some videos on this Delay topic but wasn't really satisfied with some of the explanations, so I'm glad you stepped in the clear things up. This actually makes sense, ty
@LuizCesarCS
@LuizCesarCS Жыл бұрын
If they could fix only the firing shot of the weapon animation to be synchronized with the mouse click I think would be solved. The other animations and and killtags etc can be registrated on the next tick.
@gautamnegi9675
@gautamnegi9675 Жыл бұрын
A separate counter can be implemented for essential animation actions like shooting & jump and then that counter can be synched with hit reg or more specifically action counter which is already present. it makes no sense why firing animation was kept tick rate dependent and only hit reg was made sub tick.
@romaliop
@romaliop Жыл бұрын
Probably just developer oversight. I think they've started from everything being tied to the tickrate by default and then especially made some things register on the subtick level. I'd imagine it will be pretty simple to sync the clientside animations to the subtick timings now that people actually realized that's an issue.
@gautamnegi9675
@gautamnegi9675 Жыл бұрын
@@romaliop agreed and fix should be simple one imo.
@sim00n99
@sim00n99 Жыл бұрын
You could theoreticly dissconect the animation trigger from running on tick updates and instead only run it localy on keystroke trigger. Don't know anything at all about the source/source2 engine but if the UI isn't locked to ticks they should be able to to something similar to that.
@badeaadrian4529
@badeaadrian4529 Жыл бұрын
"What you see is kind of what you get" - Vavle
@piranhaman1044
@piranhaman1044 Жыл бұрын
Don’t know why it took so long for people to figure this out.
@RaimaNd
@RaimaNd Жыл бұрын
Oh lol that's why when I shot on an enemy and turn around to fall back sometimes the enemy dies when I also did a nearly 180° turn. Good to know. At the same time this is why many shots miss against enemies who walk from left/right side to the other in CSGO because tickrate makes you miss. Thats why 64 tick sucks.
@FortabtGaming
@FortabtGaming Жыл бұрын
watched. i really like that you go in depth with this.
@andreiserde9441
@andreiserde9441 Жыл бұрын
Thank you so much for keeping us up to date with all the developments. Watched.
@Killoer
@Killoer Ай бұрын
Noticed more on sprays, and surprisingly pistol round; short delay, but can explain how some shots land and other dont. Then again, Ill still probably say movement and lack of spray control is still a main issue on shots not hitting; but hope they can smooth things out in the future
@IdoN_Tlikethis
@IdoN_Tlikethis Жыл бұрын
this would explain why some pro players have a problem where their shots don't land, especially when doing fast flicks, because in csgo when you flick you essentially have to click before your crosshair is on the head, because the shot will be delayed by up to 15ms, but now in cs2 you actually have to click exactly when you're on the head but it still _looks_ like it's delayed, which makes it unintuitive
@Wansixx162
@Wansixx162 Жыл бұрын
Watched man! A friend of mine briefly mentioned the idea of making firing anim client side, but keeping gotv / spectator server side As i dont know anything about this (even tho i am lvl 10💀), would this be a potential fix? Or are both parties limited by the same tick limitations Do you have an idea on how they could/would fix it? Curious on your thoughts, cheers!
@big_nickos5609
@big_nickos5609 Жыл бұрын
watched, want to say thankyou for the ongoing content re cs2
@Sherfps
@Sherfps Жыл бұрын
Especially Spraying, first bullet accuraty and lag compansation feels off, Movement feels weird ( looks faster, smooth etc ). Also now low pings have advantage but players like me ( playin between 40-50-60 ping ) usually die behind the wall.
@EleanorEtAl
@EleanorEtAl Жыл бұрын
I feel like shooting is way more comfy in cs2 than csgo. I used to suck at sprays and relied mostly on burst and tap firing in GO, but in 2 I spray all the time and it feels so much nicer/more consistant. Ive also been doing way better on pistol rounds, which normally I'd dread every match. I hadnt even noticed there was a delay in the animation tbh. I dont listen to the firing cycle to time my spray, I just keep time in my head from when I first click/shoot, so maybe that is why it doesnt bother me like it does for others. Watched.
@seventus
@seventus Жыл бұрын
It's not just the animation, but the mouse movement. Someone did a test where he spun and clicked, and the shots were consistently off due to it not synching with mouse movement...
@larsfinlay7325
@larsfinlay7325 11 ай бұрын
they optimized the game for lan events at the expense of the online player base. cool.
@V-XENO
@V-XENO Жыл бұрын
Watched. There's this with the added fact that the game registers mouse movement vectors and shooting in different ways, which is why shots don't land where you were aiming when you clicked but where the game thinks your crosshair was at such time.
@NaufalHerma
@NaufalHerma Жыл бұрын
Watched and again your content makes me understand CS2 better after playing it, GGs
@TreuC
@TreuC Жыл бұрын
Watched. Makes a lot of sense, thanks for the explainer, been racking my brains tryna figure out why gunplay felt so weird!
@marble25
@marble25 Жыл бұрын
When you click depending on your connection there's also ~50ms delay and cs sadly doesnt have bullet travel its just an instant "laser"
@apeir0n3
@apeir0n3 Жыл бұрын
Watched. This truly feels like an accurate description as to why shooting doesn’t quite feel the same. It may look the same, but many of us with the muscle memory of CSGO can just feel that something is off. Off-topic, but I wonder if this is the same case with movement? My friends and I describe it as sometimes it feels like our characters are “sliding on ice.”
@zTPure
@zTPure Жыл бұрын
This is a really great video, it really shows how tickrate works and how CSGO and CS2 registrer the clicks/bullets! Nice job MrMaxim
@larrilamanosa8526
@larrilamanosa8526 Жыл бұрын
This is good. Although not a pleasing experience, this makes it so that missing a shot is 100% your fault and not by a tick. Overtime i believe people will get used to this.
@844box
@844box Жыл бұрын
Watched. This issue needs to be solved for the full release!
@BeBarnee
@BeBarnee Жыл бұрын
Watched. This makes total sense now, and I'm happy that this can potentionally be solved!
@dodu-zi8bd
@dodu-zi8bd Жыл бұрын
it can only be solved with high tickrate
@BeBarnee
@BeBarnee Жыл бұрын
@@dodu-zi8bd did you understand nothing from the video?? 🤦‍♂️
@shawki4447
@shawki4447 Жыл бұрын
WATCHED! honestly am thinking that an easy fix would be to make the shooting animations in specific be client sided. but this means that it would be calculated twice on both the client side and the server since other players would have to hear and see the animations too. but a small discrepancy in that would be better than it affecting how shooting feels. not sure if its actually technically possible tho. am not a programmer or anything.
@joostfloot5279
@joostfloot5279 Жыл бұрын
This is what I was thinking too, but don't know anything about programming either.
@noodlesfan8536
@noodlesfan8536 Жыл бұрын
its how they do it, its just that the animations are interpolated between tick intervals and not the subtick
@IamSoulfuller
@IamSoulfuller Жыл бұрын
@@noodlesfan8536there are no subtick intervals. Ticks are doing same job as before, but subtick gives data time stamps. So you update game state in between ticks only, but it now has chronology, because of time sequences.
@SergeantGadriel
@SergeantGadriel Жыл бұрын
Just bring back 64 tick period
@pedropinto5923
@pedropinto5923 Жыл бұрын
I never comment on videos but props to you man, this video was the only one that actually explained whats going on.
@coolguy9727
@coolguy9727 Жыл бұрын
Watched, Not sure if this was asked already, but why couldn’t valve just duplicate the firing animation, one on the client synced with clicking the mouse and one on server side that is synced with the sub-tick calculations. That way, the shooting would “feel” the same as CS:GO for the client, but still take advantage of the improvements of sub-tick.
@notnothaze
@notnothaze Жыл бұрын
wow ok thats actually really cool because that means if they just sync the animation to the shot being fired on subticks it should feel consistent (like in csgo) while retaining the more accurate subtick hit-reg/shot-reg in CS2. best of both worlds scenario
@Dra1n__TV
@Dra1n__TV Жыл бұрын
That's why the scout feels so good
@KeijonAutoVuokra
@KeijonAutoVuokra Жыл бұрын
CSGO does process at the server in the point that you saw on your screen (approximately), subtick is just more accurate.
@TheRealBezani
@TheRealBezani Жыл бұрын
How do you feel about spraying now? I feel like spraying feels very off. Like I spray like I did in CSGO but it just doesn’t feel the same and sometimes the shots just don’t hit at all even though blood splats out of the player.
@merchant_of_kek5697
@merchant_of_kek5697 Жыл бұрын
I think the biggest problem is people are confusing two problems. This one described but there’s definitely a huge gap between models and hit boxes. Watching pros play and such but on premier matchmaking, seeing people causally die behind cover or vice versa dying when no one even peaked.
@lesos352
@lesos352 Жыл бұрын
also if you shoot while you are moving the crosshair the shot will land where your crosshair was the last tick, as shooting works with subtick but not the cross refresh
@buzzkilling042
@buzzkilling042 Жыл бұрын
Now it makes sense why in cs2 you would seemingly miss and still hit a headshot while in csgo you would hit but the game says you didn't hit
@wheeldwell
@wheeldwell Жыл бұрын
If this is indeed how it works, then perhaps decoupking so the player is having the animations run locally on their player character could be a way forward. So it feels instant for the player with synced animation and sub-tick hit registration.
@MaximusGDN
@MaximusGDN Жыл бұрын
If this is true it also explain why spraying feels weird, as you compensate the recoil based on the visual animation but the actual shots are not synced with it
@BigManax
@BigManax Жыл бұрын
watched + just commenting to drive up that engagement :)
@UncleOji
@UncleOji Жыл бұрын
I feel like inputs in general have become more delayed. Like when during a rollout I’ll “Que” a grenade to by my last weapon selected and then switch to my primary so I don’t have to scroll through my utility. Very frequently I’ll notice that the responsiveness of my weapon switches are delayed.
@SabanLeon
@SabanLeon Жыл бұрын
I honestly dont get why people are complaining... For me the game feels insane in pretty much every aspect. Could do some fps improvements with molos and smokes... The shots when fast flicking as well aka awp feels weird... everything else is amazing
@ReikiMaulana
@ReikiMaulana Жыл бұрын
I personally haven't played a lot of CS since 2016 so it didn't actually feel off to me.. But now I'm back and I only knew about this today, thanks for the explanation vid
@sohamray4441
@sohamray4441 Жыл бұрын
Watched. Why can't valve make the shooting animation clint sided for me and server sided for rest of the players. Then fireing animation would play as soon as I shoot (depending on my own input latency). For the rest of the players in the server the animation would play on the next tick. It could be a solution if they can implement it.
@asD-xs6ob
@asD-xs6ob 3 ай бұрын
If they just didnt go for subshittick and just give us normal 128tick it would be 15times better
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