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Thread: Hitbox delay?

  1. #11
    Contributor/Tester yuri's Avatar
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    There is a great article written by well-known zBlock admin J3di:
    http://www.cadred.org/Forums/Thread/72533/

    He explains the origin of this issue, compares it with GoldSrc and he also suggests a solution for the "peeker's adv" problem - reverting client position accordingly to your lerp amount. If I understood it well... It is from 2009 so I really dunno if it's still actual for CS:S or CSP.

    I also believe that some part of the "peeker's adv" comes from the off-centered FOV pyramid (left-sided POV - you are looking through left eye only).
    1.09 will be released before/around CS:GO's release date as there isn't all too much to finish off (contrary to Yuri's opinion) - Saul 6/7/2012

  2. #12
    QA Tester ilam's Avatar
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    Quote Originally Posted by Saul View Post
    Developer opinion (AKA, motherfucking fact):
    Peaking does give you an advantage, there's nothing you can do about this.

    However, if you're moving behind a crate, when you think you're hidden, to all the other players, you're not.

    This is due to a feature called lag compensation. It exists on 1.6. It exists on all multiplayer FPS games. Without it, multiplayer games wouldn't be worth playing.
    It is not as pronounced in 1.6 As it is in Source.

    I never even noticed this at all in 1.6, but i noticed it in my first day of CSS. I find it close to impossible to wait in a spot and "peak" and awper with an ak in CSS, but in 1.6 it's common.

    Quote Originally Posted by cryeR View Post
    is it even possible to get a red face from an ak/m4/deagle without dying ? happens to me a lot , as if the model was hit but the hitbox not
    It happens to me at least once in every pug. It's my main source of frustration.

    I think interpolation isn't working properly . Or it might just be the netcode.

    Quote Originally Posted by yuri View Post
    There is a great article written by well-known zBlock admin J3di:
    http://www.cadred.org/Forums/Thread/72533/

    He explains the origin of this issue, compares it with GoldSrc and he also suggests a solution for the "peeker's adv" problem - reverting client position accordingly to your lerp amount. If I understood it well... It is from 2009 so I really dunno if it's still actual for CS:S or CSP.
    Any comments on this devs? Is J3di spot on?
    Last edited by ilam; 10-19-2011 at 10:41 PM.

  3. #13
    Contributor/Tester yuri's Avatar
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    Saul has browsed this thread. Just saying.
    1.09 will be released before/around CS:GO's release date as there isn't all too much to finish off (contrary to Yuri's opinion) - Saul 6/7/2012

  4. #14
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    Quote Originally Posted by ilam View Post
    Any comments on this devs? Is J3di spot on?
    I wouldn't waste your time, it was mostly trolling the Cadred idiots with "Source is broken" the only thing they listen to.
    Think it's mostly clear here: http://www.cadred.org/News/Article/110798/

  5. #15
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    Interpolation:

    To a player with a latency of 150 milliseconds, and an interpolation period of 100 milliseconds, his view is a full 250 milliseconds in the past. Lag compensation accounts for this, so although on your screen you were hidden behind the box because of local prediction to the lagged player his view of you is 250 milliseconds old and you are not hidden.

    Interpolation buffers updates from the server to smoothly animate to the latest update. Therefore unless you disable it, your view will always be at least 15 milliseconds( assuming 66 updaterate here ) and your whatever your latency is provided the server doesn't change sv_client_min_interp_ratio to 0. In which case your view would be behind by your latency only. Disabling interpolation will cause a choppy feeling because the game is no longer buffering updates to extrapolate between to smoothly animate.

    The interpolation period is based off:

    interpolation = cl_interp_ratio / cl_updaterate

    eg

    cl_interp_ratio 2
    cl_updaterate 66

    0.03 = 2 / 66

    unless of course you set cl_interp higher than 0.03 in this example

    Does this help you understand it?

    cl_predict, is another beast altogether as is lag compensation.
    Last edited by book; 11-08-2011 at 09:49 PM.

  6. #16
    Contributor/Tester yuri's Avatar
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    cl_interp cvar is disabled in CSP.
    cl_interp_ratio is defaulted to 1.1
    Server's tickrate is defaulted 100 so the updaterate etc. are 100 too.

    =>1.1/100 = 0.011s lerp = 11ms lerp

    The additional 0.1 in cl_interp_ratio is here for covering the tickrate fluctuation IIRC
    1.09 will be released before/around CS:GO's release date as there isn't all too much to finish off (contrary to Yuri's opinion) - Saul 6/7/2012

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