Happens to me to. I don’t have lag issues like this in any other games I play. Only when I play this small indie companies game…
Internal-Front-4610
what you see is not what your opponent sees.
Fit-Tea-3697
In before the usual “this also happened in csgo” gaslighting.
nafuzziTHC
Just billions dollar company.. dont have time .. sorry. Call u in 356 business day.
willis12
What you see is what the fuck
Suckdick system is better than 128 tick
Packet loss is no longer an issue
Network issues have been resolved
Rubberbanding is a non-issue
Game is perfectly optimized and runs smoothly
Cheating problem is non-existent
MVP animations are genre-changing addition
Devs know what they are doing
YAB_647
this is easily re-creatable in cs2 – i’m surprised the death of the jiggle isn’t mentioned more. it was such a fundamental move in CSGO and now it’s a showcase of how bad cs2 mechanics are.
zero0n3
Exactly what it looked like when dying to backtrack in csgo.
Man I really need to get my new PC finished so I can start testing this out with a separate steam acct.
twoscoopstoomanyy
Learn to edit videos
Feardreed
Its impossible to jigglepeek in this game, sad.
fisherrr
What difference does it make whether you die before the wall or fraction of a second later behind the wall? You’re dead either way, play better next time.
unixmit
This was the same in CSGO and the same in Valorant.
johnhammondsson
Could have just implemented 128 tick servers with the facelift & engine port, that’s all CS GO needed.. but NOOooooOoOOO
Maiq_Da_Liar
This did actually occasionally happen to me in CSGO as well. Not sure what causes it there since my ping is usually fine.
One time I was sitting at van on mirage b with bomb planted. I died, then i saw the CT strafing past, and then all the bullet+headshot sounds played at once.
Connor_rk
dont forget to mention the backwards teleporting when you’re being shot at
stag12349
What you see is what you get, you see yourself dying behind wall is what you get.
Poputt_VIII
Idc if it’s what it looks like on my opponent screen it just feels like shit needs to be changed somehow
vivalatoucan
Not even a through the wall hit
mustrelaxofficial
I had this moment in CS2 more than CSGO.
atsekoj
There must have been “hidden” updates recently that’s causing this to happen more often lately. I got killed like this a few days ago as well, and haven’t experienced something like this in a while…
420TumbleWeed
Only explanation I have is that according to your net graph at the bottom left your ping spiked to 67 and fluctuated a bit. And you have 1-2% packet loss. Don’t ask me why it doesnt show in the telemetry netgraph they gave us.
So its either Valve routing being horse shit or maybe your ISP or maybe subtick not liking unstable pings/the lack of lagcomp or maybe a mix of it all.
I have the same problems since the updates lately but I my ISP told me they have ongoing network problems at my area aswell(but its only affecting ping for me) so I can’t blame Valve alone
Rhed0x
Online multiplayer games are inherently asynchronous so it’s pretty much impossible to entirely avoid things like this.
GeronimoMoles
Legit I feel like this happens much less than in go
Outrageous-Moose5102
What’s the alternative?
I know it “feels” bad, but isn’t the correct thing happening? You missed, enemy hit you, but you didn’t find out until later. You’re not at any disadvantage, you’re just finding out you lost a duel a fraction of a second after the fact. If you can’t die behind a wall that means jiggle peeking would make you invincible except on LAN.
There’s no perfect implementation where both players would “feel” exactly real time.. Subtick should give the correct result even if it doesn’t feel like it does
AppropriateTime4859
This happened in go when u or enemy has like 90+ ping. This happens in cs 2 when both players have 20ms they need to address this.
peekenn
subtick killed jiggle peek – we had tech that was more than sufficient for hitreg (128tick) but they chose to throw it away and reinvent something that was unnecessary… Now we have subtick, nobody asked for it and it has introduced a lot of unwanted side effects…. Sad days for cs
26 Comments
Just looks like a latency spike?
Happens to me to. I don’t have lag issues like this in any other games I play. Only when I play this small indie companies game…
what you see is not what your opponent sees.
In before the usual “this also happened in csgo” gaslighting.
Just billions dollar company.. dont have time .. sorry. Call u in 356 business day.
What you see is what the fuck
Suckdick system is better than 128 tick
Packet loss is no longer an issue
Network issues have been resolved
Rubberbanding is a non-issue
Game is perfectly optimized and runs smoothly
Cheating problem is non-existent
MVP animations are genre-changing addition
Devs know what they are doing
this is easily re-creatable in cs2 – i’m surprised the death of the jiggle isn’t mentioned more. it was such a fundamental move in CSGO and now it’s a showcase of how bad cs2 mechanics are.
Exactly what it looked like when dying to backtrack in csgo.
Man I really need to get my new PC finished so I can start testing this out with a separate steam acct.
Learn to edit videos
Its impossible to jigglepeek in this game, sad.
What difference does it make whether you die before the wall or fraction of a second later behind the wall? You’re dead either way, play better next time.
This was the same in CSGO and the same in Valorant.
Could have just implemented 128 tick servers with the facelift & engine port, that’s all CS GO needed.. but NOOooooOoOOO
This did actually occasionally happen to me in CSGO as well. Not sure what causes it there since my ping is usually fine.
One time I was sitting at van on mirage b with bomb planted. I died, then i saw the CT strafing past, and then all the bullet+headshot sounds played at once.
dont forget to mention the backwards teleporting when you’re being shot at
What you see is what you get, you see yourself dying behind wall is what you get.
Idc if it’s what it looks like on my opponent screen it just feels like shit needs to be changed somehow
Not even a through the wall hit
I had this moment in CS2 more than CSGO.
There must have been “hidden” updates recently that’s causing this to happen more often lately. I got killed like this a few days ago as well, and haven’t experienced something like this in a while…
Only explanation I have is that according to your net graph at the bottom left your ping spiked to 67 and fluctuated a bit. And you have 1-2% packet loss. Don’t ask me why it doesnt show in the telemetry netgraph they gave us.
So its either Valve routing being horse shit or maybe your ISP or maybe subtick not liking unstable pings/the lack of lagcomp or maybe a mix of it all.
I have the same problems since the updates lately but I my ISP told me they have ongoing network problems at my area aswell(but its only affecting ping for me) so I can’t blame Valve alone
Online multiplayer games are inherently asynchronous so it’s pretty much impossible to entirely avoid things like this.
Legit I feel like this happens much less than in go
What’s the alternative?
I know it “feels” bad, but isn’t the correct thing happening? You missed, enemy hit you, but you didn’t find out until later. You’re not at any disadvantage, you’re just finding out you lost a duel a fraction of a second after the fact. If you can’t die behind a wall that means jiggle peeking would make you invincible except on LAN.
There’s no perfect implementation where both players would “feel” exactly real time.. Subtick should give the correct result even if it doesn’t feel like it does
This happened in go when u or enemy has like 90+ ping. This happens in cs 2 when both players have 20ms they need to address this.
subtick killed jiggle peek – we had tech that was more than sufficient for hitreg (128tick) but they chose to throw it away and reinvent something that was unnecessary… Now we have subtick, nobody asked for it and it has introduced a lot of unwanted side effects…. Sad days for cs