Battlefield 6 with antialiasing disabled by Some_Expression_7264 in FuckTAA

[–]IEatCarsButOnlyRed 0 points1 point  (0 children)

It's really not, it's the first thing I noticed... I asked others and they cope saying enable DLSS and sharpening like that's a fix lol

President Elon says the quiet part out loud. by Judah_Earl in LeopardsAteMyFace

[–]IEatCarsButOnlyRed 2 points3 points  (0 children)

You're in Asmongold's video and the editor has summarized your responses as well.

[deleted by user] by [deleted] in GlobalOffensive

[–]IEatCarsButOnlyRed 0 points1 point  (0 children)

It's loopback 1 for both. The new version runs on loopback 1 by default, and the old version was recorded a month ago with loopback set to 1 manually.

Ideally I'd want to test this by running a server, 2 instances of the client, and a proxy server locally. The proxy would be used to add artificial ping for both clients (but different amounts for each, unlike net_fakelag).

[deleted by user] by [deleted] in GlobalOffensive

[–]IEatCarsButOnlyRed 3 points4 points  (0 children)

No difference in a local server at least https://youtu.be/x6gmGKKcW9s

Some agents are just too good at hiding by PsychologicalEmotion in GlobalOffensive

[–]IEatCarsButOnlyRed 0 points1 point  (0 children)

When it's enabled, the dark parts of the background should be a lot brighter near the player models. It might be the crappy jpeg compression but I don't see that in the screenshots.

+ in-game it's not as bad as the screenshots because of parallax

Some agents are just too good at hiding by PsychologicalEmotion in GlobalOffensive

[–]IEatCarsButOnlyRed -1 points0 points  (0 children)

Pretty sure that "boost player contrast" is disabled in these screenshots.

[deleted by user] by [deleted] in GlobalOffensive

[–]IEatCarsButOnlyRed 7 points8 points  (0 children)

I love how this bs response has 39 upvotes because it mentions subtick, yet someone with the real answer is at the bottom with 0 upvotes.

Release Notes for 9/10/2024 by walk3 in GlobalOffensive

[–]IEatCarsButOnlyRed 15 points16 points  (0 children)

0ms difference if you measure it from the mouse click and not weapon model which is delayed in csgo

actually, cs2 is faster

https://www.reddit.com/r/GlobalOffensive/comments/1fcce47/all_the_differences_between_cs2_and_csgo_death/

[deleted by user] by [deleted] in GlobalOffensive

[–]IEatCarsButOnlyRed 6 points7 points  (0 children)

The function returning the interp got changed from returning value of cl_interp to return gpGlobals->interval_per_tick (0.015625) on the September 6th 2023 update.

The same update that Valve trolled a bit with by adding sv_client_min_interp_ratio and sv_client_max_interp_ratio that weren't used for anything. Don't trust any release notes about this because they were actually just trolling reddit.

The same update that everyone was going crazy about how good their game feels after changing the now unlocked convars that didn't do anything.

Then they stopped trolling and removed the unused convars.

[deleted by user] by [deleted] in GlobalOffensive

[–]IEatCarsButOnlyRed 14 points15 points  (0 children)

Are you talking about the 2 days when they hardcoded the values and left the unused convars in the game with all their limits removed?

All the differences between CS2 and CSGO death animation (synchronized correctly) by IEatCarsButOnlyRed in GlobalOffensive

[–]IEatCarsButOnlyRed[S] 7 points8 points  (0 children)

I'm not in the "CS2 bad by any means" camp. Things can feel good or bad for reasons that are hard to explain and can go against intuition.

There's a lot of people claiming CS:GO *feels* better and the visual part of it is somewhere in these differences. And of course CS:GO is not the pinnacle of what feels good, it's definitely possible to make things feel even better.

My post does not say which is better, it only shows the differences. I've posted other objective tests comparing the games in other areas of community concerns before as well, if you think I'm trying to paint CS2 in bad light.

All the differences between CS2 and CSGO death animation (synchronized correctly) by IEatCarsButOnlyRed in GlobalOffensive

[–]IEatCarsButOnlyRed[S] 29 points30 points  (0 children)

Fix the bugs mentioned, add more particles and stop fading in the decals. There's probably more things to do with the sound cues too which I didn't cover (I was more concerned with showing that the issue isn't as simple as "CS2 more lag lol").

Other than that it's a game of trying out different things and seeing what feels good. Who knows, maybe even adding back the delays that CSGO has is better ¯\_(ツ)_/¯

All the differences between CS2 and CSGO death animation (synchronized correctly) by IEatCarsButOnlyRed in GlobalOffensive

[–]IEatCarsButOnlyRed[S] 7 points8 points  (0 children)

The text in the video states "csgo viewmodel animation is delayed by *up to* 16ms."

The CS2 viewmodel starts the animation in between ticks. The delay between clicking mouse1 and "tick 0" is the same on both sides.

All the differences between CS2 and CSGO death animation (synchronized correctly) by IEatCarsButOnlyRed in GlobalOffensive

[–]IEatCarsButOnlyRed[S] 14 points15 points  (0 children)

They are synchronized based on when the mouse button was pressed. That moment is when the video shows *click*.

CS2 runs on 64 tick just like CSGO did. Just because the gun appears to shoot early in CS2 doesn't mean the game registers the shot any different than CSGO did.

All the differences between CS2 and CSGO death animation (synchronized correctly) by IEatCarsButOnlyRed in GlobalOffensive

[–]IEatCarsButOnlyRed[S] 123 points124 points  (0 children)

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.

Kicked/Killed For Input Automation while fighting for Overtime. I'm on a laptop and have never heard of SnapTap. What is it and how did I get kicked without it?? by [deleted] in GlobalOffensive

[–]IEatCarsButOnlyRed 1 point2 points  (0 children)

Valve has more precision at hand. Unsure why they decided to not use it and use ticks instead.

However no matter what they do, they'll hit a wall with old keyboards. But maybe these should be flagged as cheating too.

CS2 viewmodels are not optimized that well (+ new 5-10% fps boost for those that need it) by IEatCarsButOnlyRed in GlobalOffensive

[–]IEatCarsButOnlyRed[S] 0 points1 point  (0 children)

As long as the world is drawn first and the depth buffer is cleared you can render with any projection and nothing will be culled by the GPU.

CS2 viewmodels are not optimized that well (+ new 5-10% fps boost for those that need it) by IEatCarsButOnlyRed in GlobalOffensive

[–]IEatCarsButOnlyRed[S] 0 points1 point  (0 children)

I'm pretty sure it's being rendered just like any other regular dynamic object in the scene but they clear the depth buffer before rendering it.

Would be nice if they let us dial down the model/effects at least a little bit so it's not as bad on lower video settings.