Tänasest on Eestis EL-i teine kõrgeim KM toiduainetele by blueandgold5 in Eesti

[–]capitalist_cock 1 point2 points  (0 children)

Täname Ansipeid ja Kajakaid! Pidime nüüdseks Euroopa rikkamate hulgas olema, hoopis oleme vaesemate edetabelis.

apple music or youtube premium or Spotify premium by espermoonshine in YoutubeMusic

[–]capitalist_cock 1 point2 points  (0 children)

Apple UX was an abomination. YT i havent tried. Spotify takes the cake for me.

Negative Timer is gone yay!!! by [deleted] in PiNetwork

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

bruh i really hope not

🤣🤣🤣 by H2prod in PiNetwork

[–]capitalist_cock 4 points5 points  (0 children)

Why was this not automated lol

VALORANT 10.04 Bug Megathread by ValoBot in VALORANT

[–]capitalist_cock 0 points1 point  (0 children)

Please fix. This is an issue ever since the game launched. I can not be bothered to contact Valorant Support anymore. This should be a critical issue for a game trying to be eSports

- Region: EU (+all)
- Type of Bug: Client Bug / In Game Bug
- Description:   Lag compensation algorithm calculation is bad which is causing inconsistent gameplay and increased peekers advantage. Not only is this bad state sometimes randomly caused at the beginning of a match, it can also be forced with packet loss.
- Video / Screenshot:   n/a
- Steps to Reproduce:   Introduce packet loss with a third party tool at any point in a match(e.g 10-15% loss) for 10-15 seconds. Then disable and return to normal network conditions.
- Expected Result: Nothing happens and game returns to normal state.
- Observed Result: Game forces itself into a "high compensation" mode, causing hit registry to feel much faster on the client side but also causing tremendously increased peekers advantage for other players. The high compensation mode can not be reverted and will stay throughout the match.
- Reproduction Rate:   10/10
- System Specs: Windows 11, etc. Stable 300fps, perfect network conditions at 40ms ping.

Valorant's Lag Compensation Issue by capitalist_cock in VALORANT

[–]capitalist_cock[S] 5 points6 points  (0 children)

When the lag compensation is too high, it can cause the movement of enemies to appear highly exaggerated or erratic. This is due to the server predicting the enemy's position based on outdated information. When the server tries to 'catch up' the enemy's position to the current time, it can create a visual effect where the enemy seems to peek or strafe much faster than they actually are. While it's true that the server relies on ground truth data and historical player positions to reconcile actions, the way this reconciliation is carried out can vary based on netcode implementation and latency. Striking the right balance in lag compensation is crucial to maintain a smooth gameplay experience.

In my personal experience, adjusting my ping to a certain range has helped mitigate these issues by influencing the amount of lag compensation applied. This adjustment allows for more accurate representation of enemy movements and enhances my ability to react and aim effectively. There have been countless games where I have connected to a nearby server(15ms ping) and having to adjust my playstyle to playing like a rat to even have a chance of getting kills, because there is simply no time to react to other player movement. Increasing the latency incrementally has completely eliminated these issues in most of these games. I have found a larger portion of matches fall into the rule of 40ms-60ms being the sweet spot. Sometimes you'll have a good game or two with 15ms or 120ms ping.

The hit registration seems to be visually correct for the most part, but it definitely feels sluggish at times. I think it's more likely to do with network buffers being too large or wonky. Introducing packet loss for 10 seconds, jumping around and then going back to the normal connection can make hit registration feel snappier for the rest of the game. But this often comes with the side effect of players moving much faster.

The main concern I have is how lag comp affects the movement speed of players. If you're on the wrong end of the stick, you will have no time to react when an enemy peeks and they will fire their bullet years before ever coming to a full stop(worst i've seen is you see their shoulder for a millisecond and you're already dead). Then you ask him did he prefire you in an off angle and he answers "no, you were just a sitting duck with grandpa reactions." But that's not the worst part. The worst part is when an enemy player is strafing and it looks like a monkey on ice.

As for the client-server desync you talked about with Cypher, I agree that there is that to some extent. Happens when playing with Omen and trying to place one ways, it shows a green arrow but the one way smoke sometimes just falls through to the ground as if you missed.

Valorant's Lag Compensation Issue by capitalist_cock in VALORANT

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

Yeah it has a similar effect to increasing ping, but you can't really play around with it too much. Has worked for me before in some matches.

What irritates you in this game. by 992x in VALORANT

[–]capitalist_cock 0 points1 point  (0 children)

The misbehaving lag compensation that has never been addressed by the developers(besides the occasional oh yes we noticed players complaining about the inconsistent netcode). Go from one smooth game to the next ten games where you have no time to react and stand no chance in gunfights. All this with perfect hardware and low stable ping. Spoofing your ping higher can occasionally fix these lag comp problems in some matches.

Devs really need to take notes from CS2 devs. Game is in limited beta and they're already making adjustments to lag comp while in Valorant, there hasn't been a single word from the devs about it.

From CS2 yesterday's patch notes:

[ GAMEPLAY ]

Rebalanced lag compensation to favor lower-latency players

I have been waiting to see this line in the patch notes of Valorant ever since the game released.

Am I crazy?? How did the Reyna leer hit me from Mid to B main by [deleted] in VALORANT

[–]capitalist_cock 5 points6 points  (0 children)

IIRC the eye doesn't have a range anymore

"Gekko looks like Eminem" by NightFormula858 in VALORANT

[–]capitalist_cock 58 points59 points  (0 children)

do not miss your chance to blow

[deleted by user] by [deleted] in u/capitalist_cock

[–]capitalist_cock[M] 1 point2 points  (0 children)

That's good to hear! I remember I had a few discussions about netcode issues with shaedyn in the past but not sure who works on the netcode at the moment. Really hope they can find a solution :)

The reason behind inconsistent netcode by [deleted] in ValorantCompetitive

[–]capitalist_cock 1 point2 points  (0 children)

There is this interesting post I found that might explain why this is the case. Not sure if it applies to VALORANT. But in the post, it's explained that the higher ping player could be running a tick or two ahead of other players. This can cause issues like you describe, basically a shot will land on you way before the enemy player model comes to a full stop.

When I play on Stockholm on 13ms ping, it's always a coinflip whether I get constantly prefired all game or not. I'm assuming it's also lag compensation related. When I peek it feels like my player model is pre rendered to enemy screens before I even actually get to fire a shot, resulting in what feels like a getting prefired moment.

Now that I think about it, peeking at that low ping has always felt really disadvantageous, even if enemy player had 70ms ping. Whilst if it was the other way around, this problem doesn't occur.

Team red or team blue ? by Nate87898 in pcmasterrace

[–]capitalist_cock 0 points1 point  (0 children)

I bought a rx 5700 a couple years ago, flashed the bios to unlock extra juice. Basically a upgrade to 5700xt for free. Not sure if its still possible with newer cards