– [BUG] CS2 does not tick the animation of the ragdoll on the tick the player transitions into a ragdoll, resulting in 1 tick of delay.
– Blood decals fading-in in CS2 is makes shooting feel less responsive.
– [BUG] CS2 sparks on helmet headshot are blended in incorrectly, making them look gray instead of glowing white.
– CS2 has less blood particles and are on the screen for much shorter.
– CSGO had a 2 tick delay on decals and blood/spark particles. This was reduced to 0 ticks in CS2, but there’s a chance a higher delay had a positive impact on the feeling due to tiny human brain thinking all 3 ticks happened instantly.
– CSGO had a *up to* 1 tick delay on the viewmodel animation. This is now subtick in CS2, but there’s a chance a higher delay had a positive impact on the feeling since it’s harder to spot a 16ms input delay than a 16ms difference between two events. That’s just tradeoffs though.
1 Comment
My conclusions from this test:
– [BUG] CS2 does not tick the animation of the ragdoll on the tick the player transitions into a ragdoll, resulting in 1 tick of delay.
– Blood decals fading-in in CS2 is makes shooting feel less responsive.
– [BUG] CS2 sparks on helmet headshot are blended in incorrectly, making them look gray instead of glowing white.
– CS2 has less blood particles and are on the screen for much shorter.
– CSGO had a 2 tick delay on decals and blood/spark particles. This was reduced to 0 ticks in CS2, but there’s a chance a higher delay had a positive impact on the feeling due to tiny human brain thinking all 3 ticks happened instantly.
– CSGO had a *up to* 1 tick delay on the viewmodel animation. This is now subtick in CS2, but there’s a chance a higher delay had a positive impact on the feeling since it’s harder to spot a 16ms input delay than a 16ms difference between two events. That’s just tradeoffs though.