Counter-Strike 2

Legs in CS2 vs CSGO



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https://x.com/fREQUENCYCS/status/1835702679164625062

Huge thanks to 7EMPORARY for being part of the strafe test
https://x.com/7EMPORARYcs

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27 Comments

  1. My main problem with cs2 legs animation is that they always lag behind the player's torso when initiating a strafe, so on some peaks in csgo that you would see part of the leg first before the torso, initiating the response quicker, in cs2, the torso appears first most of the time, making you have a delayed reaction, even if by a fraction of a second, and most players are not adapting too well with this. I really don't like this smoother and independent animations, CS isn't call of duty, we don't need to focus that much on realism, specially if it affects gameplay, not even Valorant has this.

  2. Bruh, all this to say they attempted to pin hit boxes to ragdolls and didnt update the animation cycle rate to anything reasonible. shit logic on that portion of it. i dont think im 100% right i dont work there but seems to be close to the issue. prolly tied to tick rate not sub ticket, aka not update enough or poor logic. like basically they make movement noises based on game units maybe same thing here. update every x ticks or x game units and the mirage slow step breaks all of them. i just wanna help make a better game.

  3. CS2 is worse. But keep in mind, we get frequently more updates from valve since the port to Source 2. And keep in mind, CSGO in 2014 was hella lot worse, in my opinion.

  4. 2:04 this side by side shows exactly what i've been complaining about the new art style. it's not that csgo was better. csgo was sharper. you can clearly distinguish the model in csgo, where in cs2 it just blends with the background. and it's not just agents, it's every object. i have a little harder time aiming just because objects don't standout from one another as much.

  5. There is a similar problem with awp too, when you pull out the awp(if you use right hand) then look at the left hand side the awp moves, you can understand what I'm trying to say 😅

  6. What a shit game, I am happy I sold everything at launch when prizes were still good. Haven't played in 6 months now

  7. maybe having a thing where step sizes are changed by the speed the player is going would fix the weirdness you see in the stairs example

  8. In the title of “HLA” Valve explains to us in its comments mode that a procedural system was created for the animations of the lower bodies of the "NPCs", this system calculates the movement of the legs, and pre-calculates the feet, keeping the feet fixed on the ground and the legs dynamically with flexible “PROCEDURAL” animations, which makes the result incredibly realistic, the error in question is due to the fact that the system was intended for "NPC's" then a player causes the "CHARACTER" to collide with 2 or more surfaces, producing a failure that prevents the system from pre-calculating the player's steps because it is obstructed, the feet maintaining the last position, but the player moves, the legs are dynamically adjust to the player's position, but the last position of the feet remains obstructed, hence this failure.

    In "CSGO" the animations are pre-rendered and rigid, which avoids any failure but the player does not have any adaptation to the environment.

  9. It’s ironic how the community has to constantly address CS2’s shortcomings, while Valve acts as if it’s the best FPS game ever.

  10. At 3:00, the leg movement looks pretty realistic when someone is trying to go fast. In CSGO, the legs look slow, like they’re moving at 80% of the player's speed. But yeah in CS2, some stretches look weird.

  11. for anyone curious im fairly certain what they do with the legs is called "procedural (leg) animation" where it is indeed like the legs have their own life

  12. I understand how the Mirage stairs example looks funky, but I really don't see the issue at 2:55. In fact, that seems pretty realistic to me. If someone leaped to their right in real life, that's probably how their legs would look.

  13. So, basically what valve did here is, enable IK Controllers on the Leg on the player model, which does this legs getting stick to one point on the colliding mesh.

    A simple solution could be to simple check for IK Update more frequently. So, legs align more responsively with the colliding mesh underneath.

    P.S. Making my own game in unreal engine and i run into these issues sometimes, so that's how i suggest that specific fix.

  14. Plz make a video on dying behind the cover or a wall because that issue is not even fixed yet cause I’m still dying behind the wall

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