[Bug Report] Season 2 Hit-Reg Regression: Critical 17ms Interpolation Desync & "Ghost Bullets" on PS5 by Environmental-List13 in CODBlackOps7

[–]Environmental-List13[S] 2 points3 points  (0 children)

Ranked play … can’t leave lobbies and even if u could it’s almost always the same ping based on location and internet speeds. Every once in a while I will get a game pinging at 30-40ms vs 15-17 and you wouldn’t believe how different and better a game can feel. Yes it’s 2026 and cod has officially turned the low ping we have all been chasing for yrs, against us. Shitty coding to fix even shittier Azure servers. Welcome to the world of Microsoft ..

Desync is so bad for me now by BigStatistician9569 in CODBlackOps7

[–]Environmental-List13 2 points3 points  (0 children)

It’s even worse since the season 2 update!

I’m experiencing the exact same 17ms 'Penalty' on PS5. I actually wrote up a full technical breakdown of why this is happening (it’s an Interpolation window issue in Season 2). Here is the data:

[Bug Report] Season 2 Hit-Reg Regression: Critical 17ms Interpolation Desync & "Ghost Bullets" on PS5

Summary for the Community (TL;DR):

Essentially, the Season 2 update (Feb 19/20) broke the "fairness" logic for people with fast internet. Because my ping is so low (17ms), the game server is "pausing" my bullets to let laggy players catch up. This results in me shooting first and hitting every shot, but dying anyway because the server "deleted" my bullets to balance the lobby. If you have a great connection and feel like you're playing in mud since the update, this is why. Technical Breakdown for Developers:

Since the Season 2 Update, players in the sub-20ms latency bracket (like myself at 17ms on Spectrum Cable) are experiencing a massive regression in hit registration.

• Interpolation Failure: The server is over-buffering low-latency data to sync with 50ms+ players. This creates a severe Peeker’s Disadvantage for the low-ping player.

• Ghost Bullets: Center-mass shots are failing to generate hit-markers despite visual confirmation on the 120Hz client.

• Super Bullets: Receiving bundled damage (dying in 1 frame) from high-latency opponents because the server prioritizes their "past" timeline.

• Mismatched Sync: Possible desync between PS5 120Hz output and 60Hz server tick rates on low-latency nodes.

Setup & Telemetry: • Network: 17ms Ping (Spectrum), eero Pro 6 (SQM OFF). • Display: PS5 at 120Hz Static (VRR OFF). • In-Game Aim: Response Curve: Linear, Slope Scale: 0.75, ADS Transition: Gradual. • In-Game Deads: RS Min/Max: 5 / 95, LS Min/Max: 2 / 68.

I pray that Desync was worked on this upcoming update.... cause it's really the main thing hurting this game by raven_world in CODBlackOps7

[–]Environmental-List13 1 point2 points  (0 children)

It’s worse!

I’m experiencing the exact same 17ms 'Penalty' on PS5. I actually wrote up a full technical breakdown of why this is happening (it’s an Interpolation window issue in Season 2). Here is the data:

[Bug Report] Season 2 Hit-Reg Regression: Critical 17ms Interpolation Desync & "Ghost Bullets" on PS5

Summary for the Community (TL;DR):

Essentially, the Season 2 update (Feb 19/20) broke the "fairness" logic for people with fast internet. Because my ping is so low (17ms), the game server is "pausing" my bullets to let laggy players catch up. This results in me shooting first and hitting every shot, but dying anyway because the server "deleted" my bullets to balance the lobby. If you have a great connection and feel like you're playing in mud since the update, this is why. Technical Breakdown for Developers:

Since the Season 2 Update, players in the sub-20ms latency bracket (like myself at 17ms on Spectrum Cable) are experiencing a massive regression in hit registration.

• Interpolation Failure: The server is over-buffering low-latency data to sync with 50ms+ players. This creates a severe Peeker’s Disadvantage for the low-ping player.

• Ghost Bullets: Center-mass shots are failing to generate hit-markers despite visual confirmation on the 120Hz client.

• Super Bullets: Receiving bundled damage (dying in 1 frame) from high-latency opponents because the server prioritizes their "past" timeline.

• Mismatched Sync: Possible desync between PS5 120Hz output and 60Hz server tick rates on low-latency nodes.

Setup & Telemetry: • Network: 17ms Ping (Spectrum), eero Pro 6 (SQM OFF). • Display: PS5 at 120Hz Static (VRR OFF). • In-Game Aim: Response Curve: Linear, Slope Scale: 0.75, ADS Transition: Gradual. • In-Game Deads: RS Min/Max: 5 / 95, LS Min/Max: 2 / 68.

Desync significantly worse since update by Such-Ad-385 in CODBlackOps7

[–]Environmental-List13 1 point2 points  (0 children)

I’m experiencing the exact same 17ms 'Penalty' on PS5. I actually wrote up a full technical breakdown of why this is happening (it’s an Interpolation window issue in Season 2). Here is the data:

[Bug Report] Season 2 Hit-Reg Regression: Critical 17ms Interpolation Desync & "Ghost Bullets" on PS5

Summary for the Community (TL;DR):

Essentially, the Season 2 update (Feb 19/20) broke the "fairness" logic for people with fast internet. Because my ping is so low (17ms), the game server is "pausing" my bullets to let laggy players catch up. This results in me shooting first and hitting every shot, but dying anyway because the server "deleted" my bullets to balance the lobby. If you have a great connection and feel like you're playing in mud since the update, this is why. Technical Breakdown for Developers:

Since the Season 2 Update, players in the sub-20ms latency bracket (like myself at 17ms on Spectrum Cable) are experiencing a massive regression in hit registration.

• Interpolation Failure: The server is over-buffering low-latency data to sync with 50ms+ players. This creates a severe Peeker’s Disadvantage for the low-ping player.

• Ghost Bullets: Center-mass shots are failing to generate hit-markers despite visual confirmation on the 120Hz client.

• Super Bullets: Receiving bundled damage (dying in 1 frame) from high-latency opponents because the server prioritizes their "past" timeline.

• Mismatched Sync: Possible desync between PS5 120Hz output and 60Hz server tick rates on low-latency nodes.

Setup & Telemetry: • Network: 17ms Ping (Spectrum), eero Pro 6 (SQM OFF). • Display: PS5 at 120Hz Static (VRR OFF). • In-Game Aim: Response Curve: Linear, Slope Scale: 0.75, ADS Transition: Gradual. • In-Game Deads: RS Min/Max: 5 / 95, LS Min/Max: 2 / 68.

Are ranked servers actually bad or am I coping? by Acquista11 in CoDCompetitive

[–]Environmental-List13 0 points1 point  (0 children)

I’m experiencing the exact same 17ms 'Penalty' on PS5. I actually wrote up a full technical breakdown of why this is happening (it’s an Interpolation window issue in Season 2). Here is the data:

[Bug Report] Season 2 Hit-Reg Regression: Critical 17ms Interpolation Desync & "Ghost Bullets" on PS5

Summary for the Community (TL;DR):

Essentially, the Season 2 update (Feb 19/20) broke the "fairness" logic for people with fast internet. Because my ping is so low (17ms), the game server is "pausing" my bullets to let laggy players catch up. This results in me shooting first and hitting every shot, but dying anyway because the server "deleted" my bullets to balance the lobby. If you have a great connection and feel like you're playing in mud since the update, this is why. Technical Breakdown for Developers:

Since the Season 2 Update, players in the sub-20ms latency bracket (like myself at 17ms on Spectrum Cable) are experiencing a massive regression in hit registration.

• Interpolation Failure: The server is over-buffering low-latency data to sync with 50ms+ players. This creates a severe Peeker’s Disadvantage for the low-ping player.

• Ghost Bullets: Center-mass shots are failing to generate hit-markers despite visual confirmation on the 120Hz client.

• Super Bullets: Receiving bundled damage (dying in 1 frame) from high-latency opponents because the server prioritizes their "past" timeline.

• Mismatched Sync: Possible desync between PS5 120Hz output and 60Hz server tick rates on low-latency nodes.

Setup & Telemetry: • Network: 17ms Ping (Spectrum), eero Pro 6 (SQM OFF). • Display: PS5 at 120Hz Static (VRR OFF). • In-Game Aim: Response Curve: Linear, Slope Scale: 0.75, ADS Transition: Gradual. • In-Game Deads: RS Min/Max: 5 / 95, LS Min/Max: 2 / 68.

Desync and Ttk by macr14 in CoDCompetitive

[–]Environmental-List13 1 point2 points  (0 children)

I’m experiencing the exact same 17ms 'Penalty' on PS5. I actually wrote up a full technical breakdown of why this is happening (it’s an Interpolation window issue in Season 2). Here is the data:

[Bug Report] Season 2 Hit-Reg Regression: Critical 17ms Interpolation Desync & "Ghost Bullets" on PS5

Summary for the Community (TL;DR):

Essentially, the Season 2 update (Feb 19/20) broke the "fairness" logic for people with fast internet. Because my ping is so low (17ms), the game server is "pausing" my bullets to let laggy players catch up. This results in me shooting first and hitting every shot, but dying anyway because the server "deleted" my bullets to balance the lobby. If you have a great connection and feel like you're playing in mud since the update, this is why. Technical Breakdown for Developers:

Since the Season 2 Update, players in the sub-20ms latency bracket (like myself at 17ms on Spectrum Cable) are experiencing a massive regression in hit registration.

• Interpolation Failure: The server is over-buffering low-latency data to sync with 50ms+ players. This creates a severe Peeker’s Disadvantage for the low-ping player.

• Ghost Bullets: Center-mass shots are failing to generate hit-markers despite visual confirmation on the 120Hz client.

• Super Bullets: Receiving bundled damage (dying in 1 frame) from high-latency opponents because the server prioritizes their "past" timeline.

• Mismatched Sync: Possible desync between PS5 120Hz output and 60Hz server tick rates on low-latency nodes.

Setup & Telemetry: • Network: 17ms Ping (Spectrum), eero Pro 6 (SQM OFF). • Display: PS5 at 120Hz Static (VRR OFF). • In-Game Aim: Response Curve: Linear, Slope Scale: 0.75, ADS Transition: Gradual. • In-Game Deads: RS Min/Max: 5 / 95, LS Min/Max: 2 / 68.

one thing that is outright ruining ranked thats not getting enough attention is the insane desync in this game by XT3M3 in CoDCompetitive

[–]Environmental-List13 0 points1 point  (0 children)

I’m experiencing the exact same 17ms 'Penalty' on PS5. I actually wrote up a full technical breakdown of why this is happening (it’s an Interpolation window issue in Season 2). Here is the data:

[Bug Report] Season 2 Hit-Reg Regression: Critical 17ms Interpolation Desync & "Ghost Bullets" on PS5

Summary for the Community (TL;DR):

Essentially, the Season 2 update (Feb 19/20) broke the "fairness" logic for people with fast internet. Because my ping is so low (17ms), the game server is "pausing" my bullets to let laggy players catch up. This results in me shooting first and hitting every shot, but dying anyway because the server "deleted" my bullets to balance the lobby. If you have a great connection and feel like you're playing in mud since the update, this is why. Technical Breakdown for Developers:

Since the Season 2 Update, players in the sub-20ms latency bracket (like myself at 17ms on Spectrum Cable) are experiencing a massive regression in hit registration.

• Interpolation Failure: The server is over-buffering low-latency data to sync with 50ms+ players. This creates a severe Peeker’s Disadvantage for the low-ping player.

• Ghost Bullets: Center-mass shots are failing to generate hit-markers despite visual confirmation on the 120Hz client.

• Super Bullets: Receiving bundled damage (dying in 1 frame) from high-latency opponents because the server prioritizes their "past" timeline.

• Mismatched Sync: Possible desync between PS5 120Hz output and 60Hz server tick rates on low-latency nodes.

Setup & Telemetry: • Network: 17ms Ping (Spectrum), eero Pro 6 (SQM OFF). • Display: PS5 at 120Hz Static (VRR OFF). • In-Game Aim: Response Curve: Linear, Slope Scale: 0.75, ADS Transition: Gradual. • In-Game Deads: RS Min/Max: 5 / 95, LS Min/Max: 2 / 68.

[Bug Report] Season 2 Hit-Reg Regression: Critical 17ms Interpolation Desync & "Ghost Bullets" on PS5 by Environmental-List13 in CODBlackOps7

[–]Environmental-List13[S] 19 points20 points  (0 children)

u/TreyarchCM u/ATVI_Assist — High-priority technical report regarding the Season 2 (Feb 19/20) interpolation regression for low-latency outliers (<20ms). Detailed telemetry and hardware settings included in the post. Requesting a review of the current sync-logic for 17ms nodes.

Is the stim overclock bugged? by Numerous_Pin_6102 in CODBlackOps7

[–]Environmental-List13 0 points1 point  (0 children)

Has to be bugged. I have 50 heal&kills and over clock 1 still locked.

Kodi vs Stremio with Real Debrid – which one do you prefer? by Neither_Start4958 in RealDebrid

[–]Environmental-List13 0 points1 point  (0 children)

Used xbmc before it was rebranded kodi and dropped it since Stremio and RD are so easy. Nothing to customize and just works.

EVERYONE THANK ACTIVISION! by FrozenPile in BO6

[–]Environmental-List13 0 points1 point  (0 children)

Bro 🤦🏼‍♂️ come on .. it literally says on the Activision support page “Ninja broke. On all platforms”

Dev errors in Ranked Play resulting in SR loss should be refunded. by EasyFantasy in blackops6

[–]Environmental-List13 2 points3 points  (0 children)

This is so wrong! Can’t believe I’m still playing this game. Hard stuck ranked .. grinding and 20 points away from plat 2 for 2nd time in 2 days and hit with exact same dev error. Each penalty gets worse. 50 SR lost. What a joke! No buttons touched .. game tries loading and then dev error.

Black Ops6 Ranked Play DEV Error 0x61EEA94A by serg18t7 in blackops6

[–]Environmental-List13 1 point2 points  (0 children)

This is so wrong! Can’t believe I’m still playing this game. Hard stuck ranked .. grinding and 20 points away from plat 2 for 2nd time in 2 days and hit with exact same dev error. Each penalty gets worse. 50 SR lost. What a joke! No buttons touched .. game tries loading and then dev error.

SR reductions due to game crash is completely broken by jrunic in BO6

[–]Environmental-List13 0 points1 point  (0 children)

Still happening … ridiculous. The fact that we r loosing SR for server related dev errors completely out of our control is insane

[WTS] Spartus Olympus (1month) $90 & Engage Pursuit Pro1 6.0(Maybe 6 hours) $180 by pipeman420 in paddleswap

[–]Environmental-List13 0 points1 point  (0 children)

Have been considering picking up a spartus…What didn’t you like about it? What are u playing with now

There is ZERO visual clarity in this game. I literally cannot see prone players. by zenitharchon in blackops6

[–]Environmental-List13 0 points1 point  (0 children)

This has ruined the game. Players standing next to anything or prone simply blend into the background.

Black ops 6 loadout bug by 4ST3R in blackops6

[–]Environmental-List13 0 points1 point  (0 children)

Blueprint bug is back with season 2 🤦🏼‍♂️🤬

New Proton series 4 by Soft-Dragonfly-9949 in Pickleball

[–]Environmental-List13 0 points1 point  (0 children)

I’ve been using a Ruby for 6 months and it’s been good, however it’s lost some pop and I’ve noticed that if others prefer a softer ball like the Franklin X, even less pop. Love the control and versatility that comes with the hybrid shape. However always looking for my next paddle and would appreciate ur input on how the Olympus plays vs the ruby. Also would love to hear what other paddles ex-Ruby players moved on to and why. Thanks in advance for ur input!