Cs go matchmaking cl_interp_ratio

Contents

  1. Current matchmaking console commands (cl_interp, cl_interp_ratio, rate) : GlobalOffensive
  2. Interp/Hitboxes - discussion/fixes?
  3. Welcome to Reddit,
  4. Want to add to the discussion?

Which shots to ignore? Almost any shot where an opponent is moving erratically, either intentionally in order to dodge or for any other reason, is far more inaccurate to judge.

Current matchmaking console commands (cl_interp, cl_interp_ratio, rate) : GlobalOffensive

More issues could come into play such dodgy hitboxes while jumping or performing other actions, or simply the added concentration required to hit an accurate shot making it harder for you to accurately determine exactly where your crosshair was in hindsight. The opponents movement in the last fraction of a second may have pushed their head out of your crosshair at the last moment in a way that is hard for you to remember when thinking back. My findings As I always assumed these issues were either inherent problems built into the game as a whole, such as hitbox issues, weird netcode or the dreaded '64 tick', or server-specific issues such as a matchmaking or public server running poorly, you would expect the symptoms to occur either on all servers if game-wide problems, such as hitboxes , or consistently, on certain servers if server-specific.

After testing this for the last couple of days, neither of these things appear to be true. What has instead appeared as a definite, consistent, unavoidable trend is that of certain players being very consistently either easy to hit, or hard to hit. It did not matter whether a server was 64, or tick. What mattered was who I was shooting at. If, in hindsight, a shot was dead on - it would hit these players whenever I felt it should.

Any shot that missed was not entirely clean, and there was some doubt as to whether the shot should have hit, so a miss was understandable. They would be hit by shots that in hindsight, actually slightly missed, or were messy and could, but also could not have hit. This isn't a completely new idea - I remember playing the original Counter Strike in the early s and suffering a similar issue. The difference was that in the early s it was not uncommon to have half the people on the server running around with ping.

How It Works: Lag compensation and Interp in CS:GO

This obviously creates issues. Later, when internet connections became more reasonable and everyone had an acceptable ping, the game still suffered from some people who, mostly due to ignorance, played the game with the default rates and interp settings which affected your ability to hit them, and them to hit you.

These issues cannot be the problem now, in CSGO. The players who I determined as being in the 'hard to hit' group had pings throughout the entire range - some were , but some were 5 to Some were in the middle and were roughly They were all hard to hit. There were also players who were in the 'easy to hit' group with pings across the entire range - having ping did not automatically make a player hard to hit - it was often perfectly fine.

In addition, the default rates and interp settings in CSGO are perfectly fine.

Interp/Hitboxes - discussion/fixes?

The default interp settings are also well within reason. My testing method I played on a bunch of servers - especially headshot deathmatch, focusing entirely on the 'hindsight' view of whether a shot should have hit. After any shot that fell into the parameters detailed in the 'What kind of shots? Without fail, the same names on a server would continue to come up. You often get opportunities to shoot into the side or back or people running around on deathmatch servers and so they're a great way to test these 'easy' shots where enemies run in straight lines.

Getting these simple kills against these specific players was almost always a nightmare, despite the same types of situations being incredibly quick and painless against the rest of the players on the server. So it appears we have a situation where some players hitboxes are not as neatly tied to their visible model on your screen as you would like. It has nothing to do with the server, including whether it is 64 or tick. It doesn't seem to have anything to do with those 'CSGO hitboxes' jumping hitboxes please because against most players on an average server the game is very crispy and responsive in normal situations - impressively so, in fact.

It probably doesn't have anything to do with the opponents network settings, because the default values are perfectly acceptable and shouldn't create such a massive disconnect between model and hitbox. So what is it? I'd love you guys to chime in with any ideas - or better still go and try and note your own experiences experimenting with this stuff. Why does shooting at some players feel like a LAN environment, while shooting at others feels like i'm playing in , despite us all being on the same server?

There's something badly bonkers with how the server handles certain actions.

Welcome to Reddit,

Probably the most concrete evidence I've seen is the way it at least used to differ how you enter the ladder. Adren has pointed out how jumping on a ladder makes the hitboxes go totally bonkers whereas simply walking into one gives you at least somewhat manageable hitboxes. Yeah there's plenty of instances where hitboxes are very wonky in CSGO.

Jumping, ladders, bomb planting, aimpunching and I agree that instances of shots going wrong close to these actions can be because of these weird hitbox issues, even if the animation seems to have finished. What I described feels a bit different though in that it is a shot on a target doing nothing more elaborate than just running or strafing in one direction in a straight line.

If this type of shot is trivial vs most of the people on a server, but close to impossible without actually trying to aim off of their model slightly against some, it implies there is something going on to do with some players, but not others. The end result is essentially what you describe - the hitboxes and the model are not lined up properly, just like with that ladder example, which happens whenever any player climbs a ladder.

In my case it seems to be person-specific though and doesn't uniformly act the same way whenever any player does an identical action - with most players their hitboxes seem perfectly lined up with their body while they move generically, but some are way off, and nothing about their ping implies anything is obviously wrong about their connection. Obviously we all know about the jump, ladder and plant hitboxes being wrong most of the time, but prooving that running hitboxes are slightly off in some cases where the player has bad connection to the server is hard. Also, I feel that a low and stable var is way more important than a ticks over 64ticks altho its also important.

Did you try it on good servers with low var? Anything to do with my connection would surely affect my results against everyone equally. Maybe these players have low ping, but shitty connections to the server?

Want to add to the discussion?

It's hard to describe but is actually really clear when I tested it. If you play deathmatch and literally only concentrate on the easiest shots and focus on the consistency of hitting shots you're pretty positive should be hitting and ignoring actually trying to play deathmatch properly, or your score etc , some players on a server just will not be hit if you aim in the center of their head as they move in a straight line, and some players will always get hit in the exact same situation.

It's very black and white in that the players that do not get hit, do not get hit. You can take as long as you like to aim and they can be as predictable as you like in their movement - if, when you fire, you were aiming on their head, it absolutely will not hit, because that isn't where their head hitbox actually is. It creates a dire situation for gameplay where when you run into a moving enemy you don't know which of these two player types they are - a player where the hitbox lines up with their model, or a player where their hitbox is either slightly ahead or slightly behind their model.

You assume and hope it's a player that's synced up and aim for the head, but about a third of the time you're probably wrong. Your first and most important shot completely whiffs and you're suddenly in a dangerous situation that can have an awful result. It makes me sad and actually has a direct effect on at least my own gameplay - only now I understand why I feel the way I do. I used to love tapping and strafe shooting in 1. In CSGO my experience trying to play this kind of way when appropriate semi-often backfires when a trivial headshot inexplicably whiffs and the fight gets turned around on me.

It leads to me relying on sprays in situations where really it would be nice to actually just shoot people in the head. I just don't have the confidence that the shot will actually connect, so spray instead, leading to slower kills leading to less multikills when defending sites as CT, etc. Talk one of the hard to hit player into a private game and test it again.


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  • cl_interp and how it affects your CS:GO gameplay (CS:GO tips);

As far as I know you can activate visible hitboxes and hitmarkers on private servers. A friend and I just had a session on a tick private server where we tested the accuracy on each other as we ran back and forth. We both changed all of the network settings a bunch, including playing with a ludicrous rate of with maximum allowed interp values etc. We have 3 commands: To be able to use these commands, you must first enable the in-game console. Back in time in CS 1.

GO is a bit different. The game will automatically adjust this value based on the servers and the rate you playing on. But basically just set it to zero. The lower the better.


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  7. It depends on your connection. So for me, it is 1, but for you, it might be 2 or 3. You probably need to test it yourself to see what works. However, this is noticeable so there will not be a problem. Set to 1 if you have little to no packet loss a.