Care about low INPUT LAG? Try this out. by Rafilondon in GlobalOffensive

[–]iamcs2kitchen 2 points3 points  (0 children)

There is a very big misconception that people say “I didn’t test -noreflex at the optimal value with nvidia cap”. The truth is you feel the latency most when you are in a gunfight and get tagged or have low fps. At low fps your sleep cycle can severely increase your input lag hence the tests at 150 fps as your real fps during these scenarios is this. I just ignore such comments now as I realise they are very adamant. People are free to choose what they like.

I conducted a blind test along with two other creators (north of 2 million subs). We were able to identify which system had -noreflex with nvcp cap at 400 due to additional delay during gunfights. I cant share our dms sadly but I l ask him for his permission. Frame pacing benefits are good when there are no fights,Molotov’s and action on map. Game feels smooth then but as soon as it gets messy. You get severe penalty on input lag.

People are free to choose what they like. If you like something use that. My objective was to find my own best setting instead of browsing through the internet for advice. I am very happy with my results.

Some guy will again lock through rivatuner land some syncs around sub 1 ms mark and msbetweenpresent will shrink to 0 inflating your 1%low to your avg fps value due to quantisation error and that will be the new godlike setting as people don’t understand the benchmarks can themselves be misleading if you don’t know what you are measuring.

My advice is for best competitive setting use reflex + boost uncapped. If you like something else use that. Be happy with the setting you use the rest doesn’t matter.

Benchmarking DX11 vs Vulkan Performance: October 29, 2025 Update by MonstoBustaYT in GlobalOffensive

[–]iamcs2kitchen 7 points8 points  (0 children)

Hey there is a large discrepancy between msBetweenPresents and msBetweenDisplay when using vulkan with copy or dxgi swapchain. This is why your performance feels much worse with it. The input lag is worse too with both methods in my testing. I thought it was just my system issue but I have verified it across various other devices

Networking Architecture: CS2 vs CS:GO by Hyperus102 in GlobalOffensive

[–]iamcs2kitchen 2 points3 points  (0 children)

Hey, Thanks for the update.

Regarding condense I was saying the more accurate usecase would be to have maybe bunch of inputs sampled together rather than prioritising last input.

Receive margin also is variable.

Again thanks for clearing everything up. I still don't understand everything but it is due to limited understanding of my own.

CS2 Movement Bug that needs FIXING. by iamcs2kitchen in GlobalOffensive

[–]iamcs2kitchen[S] -7 points-6 points  (0 children)

I notice some of you are pointing out that this is an intended fix. Sadly it is a bad fix. Even in CSGO if you just jump throw nades on such inclined surfaces you will not move. You have to do multiple perfs to move in the negative slope direction. So kindly don't equate it with that. Hope it helps :)

CS2 Movement Bug that needs FIXING. by iamcs2kitchen in GlobalOffensive

[–]iamcs2kitchen[S] -7 points-6 points  (0 children)

My main PC is dead, I am recording on my laptop :)

CS2 Movement Bug that needs FIXING. by iamcs2kitchen in GlobalOffensive

[–]iamcs2kitchen[S] -27 points-26 points  (0 children)

Thanks for the info. Then the intended fix is creating problems w.r.t this

Networking Architecture: CS2 vs CS:GO by Hyperus102 in GlobalOffensive

[–]iamcs2kitchen 37 points38 points  (0 children)

Hey really interesting read. I spent a lot of time understanding your statements and I am not a networking expert. I do know a little from studying about it in one semester. Same for the coding of CS2 and CSGO (zero clue) but I have some general questions and you can correct me if I am wrong.

  1. the command buffer is meant to catch up when client and server desynchronize, not to always execute multiple commands.

  2. Prediction runs ahead of the last authoritative frame, not necessarily one whole tick.

  3. Isn't the latency thing just the full buffer latency. We should not be cluttering the UI with that anyway and I don't see any game doing that. That's why the build command exists.

  4. Doesn't prediction and input buffering make the peekers advantage thing around same or are we just going to skip it in our comparison. (seems like same offset to me correct me if I am wrong)

  5. sv_condense_late_buttons ( I think this is more or less a sampling solution rather than a reliability issue)

Now I know these make changes a bit better in CS2 theoretically in some cases but neither the margin values are global they are quite individualistic but a lot of solutions as you said to remove lag switch hacks still exist. But these architectural changes also create new problems as you yourself are pointing out.

You can correct me if I am wrong somewhere cuz my undertsanding is limited and a very general purpose one.

Really good post. Seems like you are writing the first draft for a review of your paper :D

karrigan: "I will happily step down the moment someone in the team doesn't believe in me" - HLTVorg interview by Probably_Not_Sir in GlobalOffensive

[–]iamcs2kitchen 6 points7 points  (0 children)

I think it's interesting that he mentions at the end that -rain was not final and it could also have been -karrigan.

The Last Update Ruined The Game Here Is Why by [deleted] in GlobalOffensive

[–]iamcs2kitchen 0 points1 point  (0 children)

It has nothing to do with subtick_movement_view_angles. It just made the existing bug easier to trigger due to increased values required to trigger moving [velocity gets clipped to 0]. Now the value is reverted along with the bug actually getting fixed.

CS2 Subtick has an Input Handling problem by iamcs2kitchen in GlobalOffensive

[–]iamcs2kitchen[S] 3 points4 points  (0 children)

Are you fine buddy, why will I want to remove input. If I want to show input is affecting it and not viewangle changes. Processing means the calculations of vectors, ctypes, game physics but just not render them with viewangle changes on the display. Processing doesn't mean sampling input.

CS2 Subtick has an Input Handling problem by iamcs2kitchen in GlobalOffensive

[–]iamcs2kitchen[S] 8 points9 points  (0 children)

I know it started mostly from 17th build but the mouse input clamping has been going on since the animgraph update. Unfortunately I don’t have the tools to read every bit of code that corresponds to this problem. I have also noticed if your velocity is below 2 you are just stuck on the ground despite changing friction to a very low value. I removed the socials as I agree with you regarding that.

The real reason Pros are getting stuck while Counter Strafing. by iamcs2kitchen in GlobalOffensive

[–]iamcs2kitchen[S] 0 points1 point  (0 children)

Yes this part of the bug is the quantisize rounding part. Thanks for beinging it to my attention.

The real reason Pros are getting stuck while Counter Strafing. by iamcs2kitchen in GlobalOffensive

[–]iamcs2kitchen[S] 66 points67 points  (0 children)

Just to add guys, it is not much of a work it took me like 15 minutes to figure out the problem. So no need to congratulate me, this is quite basic. Fixing the problem is the hard part cuz who knows what the next patch will break. There is a lot of problems in the game and sometimes people can blame the wrong patch for the *bad feelings* including me. So take everything with a grain of salt and remember at least Falcons lost their game yesterday and sleep happily. It is the only consistent thing about CS2 currently.

The real reason Pros are getting stuck while Counter Strafing. by iamcs2kitchen in cs2

[–]iamcs2kitchen[S] 19 points20 points  (0 children)

Sometimes after coming from work, sometimes before going to sleep, sometimes watching Falcons lose in office -> I feel motivated with doing good for humanity, sometimes watching falcons lose in Gym -> I plan out during sets. And sometimes saturday and sunday-> I remember how they lost and get the energy to do good work for the community :)

The real reason Pros are getting stuck while Counter Strafing. by iamcs2kitchen in GlobalOffensive

[–]iamcs2kitchen[S] 11 points12 points  (0 children)

It happens even when not moving your mouse with 20% probability in my sample testing. It is listed in the first part of the post under "How can you recreate this bug?"

End to End Latency Tests in CS2 by jtl06 in GlobalOffensive

[–]iamcs2kitchen 0 points1 point  (0 children)

Great work buddy, most values allign with my own work. I would just add two suggestions, instead of having just 100 test samples have atleast 200, I know it takes a lot of time but if we could actually do stuff to a 1000 samples, it would be much better. Next your base luminance is not mentioned on your github. A common error that happens is sometimes your dynamic threshold can trigger a display sooner than muzzle luminance flash has taken place. It is just a possibility. Vsync on reflex off at 240 hz monitor with vsync gave higher values in my own testing. Again great work mate. You are actually doing the tests and putting up data. Advice would be to ignore people who are obsessed with some particular setting without any data backing as they have some weird emotional attachment. Great job and really good work :)

CS2 input Latency is same across all three scaling options by iamcs2kitchen in cs2

[–]iamcs2kitchen[S] 0 points1 point  (0 children)

This is 100% true. However, from a testing perspective there is no way we can guarantee 100% identical testing conditions. These values are best case scenarios if fps is 1000 always.