Counter-Strike 2

Counter-Strike 2

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crackshot Feb 9, 2020 @ 10:39pm
player model position incorrect
Hi guys, consistent problem ive noticed when team mates or watching demos back.
when missing shots and bullet decals are appearing thru the player model.
I am told im aiming no where near them. or watching demo's back after games where it happens a lot and see sometimes it shows me aiming even 1-2cm away from the model, yet in real time when im playing im aiming on the player model?

how can u fix this player location problem?
its really annoying.

27-30 ping, no spikes, no loss,no choke.
cl_interp 1
cl_interpratio 1
max rate

300+ fps.

someone said its because i use a 1ms 60hz monitor?

Last edited by crackshot; Feb 9, 2020 @ 10:41pm
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Showing 1-15 of 32 comments
So if a bot or player is standing still all the times and you aim at him and shoot, does it also go through the player?
oldirty` Feb 10, 2020 @ 3:36am 
Demos and the spectator mode arent exactly the most accurate things. Bullets decals and tracer are just visuals, they dont represent accuratly where you are shooting.

One thing tho, you should really change your interp to 0. Having that setting on 1 could be considered breaking the game.
crackshot Feb 11, 2020 @ 1:21am 
Originally posted by karl-police2020GER:
So if a bot or player is standing still all the times and you aim at him and shoot, does it also go through the player?

thats when i notice it going thru people, when they standing still. i can see bull holes hitting wall behind him ...
Originally posted by oldirty:
One thing tho, you should really change your interp to 0. Having that setting on 1 could be considered breaking the game.
interp 1 just makes it 0.03125, but ratio 1.
Last edited by crackshot; Feb 11, 2020 @ 1:22am
Originally posted by de_empty:
Originally posted by karl-police2020GER:
So if a bot or player is standing still all the times and you aim at him and shoot, does it also go through the player?

thats when i notice it going thru people, when they standing still. i can see bull holes hitting wall behind him ...
Originally posted by oldirty:
One thing tho, you should really change your interp to 0. Having that setting on 1 could be considered breaking the game.
interp 1 just makes it 0.03125, but ratio 1.

My question though is, how long they stand still. Since there is like stand still strafing.
Last edited by karl-police2025[GER]; Feb 11, 2020 @ 1:28am
livinghell Feb 11, 2020 @ 2:12am 
You have a desync, an issue some people just dont want to believe that it exists. Has nothing to do with ping at all. The enemy sees you always like a 1,2 s before you see him. The servers are causing it. They send you for your own client game wrong positions of enemies to render. The enemy gets correct positions like the server itself too. Demos are made according to correct server positions too. Just end the game and hope that next match is on other server (other game instance).
Last edited by livinghell; Feb 11, 2020 @ 2:14am
Originally posted by livinghell:
You have a desync, an issue some people just dont want to believe that it exists. Has nothing to do with ping at all. The enemy sees you always like a 1,2 s before you see him. The servers are causing it. They send you for your own client game wrong positions of enemies to render. The enemy gets correct positions like the server itself too. Demos are made according to correct server positions too. Just end the game and hope that next match is on other server (other game instance).


Why does he have a desync and how can he fix it, if it actually is a desync.

Maybe this? https://www.reddit.com/r/GlobalOffensive/comments/7wtzq6/csgos_desync_issue_explained_csgod_video_inside/

Desync though for here sounds kinda maybe weird for me in some way. Maybe contains multiple issues in one as a word, don't know though.

It sounds like delayed to monitor but that would be really weird and not really explainable to me if I think about CS:GO?

Shouldn't that be very fast?


Also, I know not synced as in mic and video so yeah.
Last edited by karl-police2025[GER]; Feb 11, 2020 @ 3:02am
livinghell Feb 11, 2020 @ 3:14am 
Originally posted by karl-police2020GER:
Originally posted by livinghell:
You have a desync, an issue some people just dont want to believe that it exists. Has nothing to do with ping at all. The enemy sees you always like a 1,2 s before you see him. The servers are causing it. They send you for your own client game wrong positions of enemies to render. The enemy gets correct positions like the server itself too. Demos are made according to correct server positions too. Just end the game and hope that next match is on other server (other game instance).


Why does he have a desync and how can he fix it, if it actually is a desync.

Maybe this? https://www.reddit.com/r/GlobalOffensive/comments/7wtzq6/csgos_desync_issue_explained_csgod_video_inside/

Desync though for here sounds kinda maybe weird for me in some way. Maybe contains multiple issues in one as a word, don't know though.

It sounds like delayed to monitor but that would be really weird and not really explainable to me if I think about CS:GO?

Shouldn't that be very fast?


Also, I know not synced as in mic and video so yeah.

With desync I mean, that you get a "good 1,2 s" delayed gamedata send to your PC with low travel time of this data, means low ping. The monitor issue, would be on old TVs about 1 sec too, but with any usual monitor you get usually 4 - 20 ms delay. You can check your reaction times on humanbenchmark, it is very good for real world situations. You can't do anything against it. Just restart the game and hope and you get connected to other game (on other server?).
The link you posted has I think almost the same issue.
crackshot Feb 11, 2020 @ 4:30am 
my 60hz monitor is 1ms . i havent had this clock drift issue in a while but had it today, one guy would move and looked like he sped up between transitions. then back again.
seen it like 4 x in one game, havent had that in a long while.

is clock drift anything to do with this.

its so annoying having been aiming at a model only to have it not be really there. and other players see me aiming at nothing? some friends say in some instance "it was no where near" thats why i watch demo and its like 1cm above / left of his head or 2cm to the left of body etc.
yet i distinctly remember each and every instance where its sometimes even a simple free kill a guy standing still I shoot him, he turns and moves sideways. i shoot him side on as he turns and watch my bullets just go right thru him, he hasnt even moved location yet just turned, i can see the bullet decals hitting the wall right thru/behind him, then I die. and ppl say haha. OMG YOU SUCK.
mean while im raging that i just shot 10 or 20 bullets. *usually 1-2 bullet bursts until i die and get 1 hit 27 or 0 hits. its broken.

whats strange is during warmup. the game is fine.
Last edited by crackshot; Feb 11, 2020 @ 4:33am
Originally posted by de_empty:
my 60hz monitor is 1ms . i havent had this clock drift issue in a while but had it today, one guy would move and looked like he sped up between transitions. then back again.
seen it like 4 x in one game, havent had that in a long while.

is clock drift anything to do with this.

its so annoying having been aiming at a model only to have it not be really there. and other players see me aiming at nothing? some friends say in some instance "it was no where near" thats why i watch demo and its like 1cm above / left of his head or 2cm to the left of body etc.
yet i distinctly remember each and every instance where its sometimes even a simple free kill a guy standing still I shoot him, he turns and moves sideways. i shoot him side on as he turns and watch my bullets just go right thru him, he hasnt even moved location yet just turned, i can see the bullet decals hitting the wall right thru/behind him, then I die. and ppl say haha. OMG YOU SUCK.
mean while im raging that i just shot 10 or 20 bullets. *usually 1-2 bullet bursts until i die and get 1 hit 27 or 0 hits. its broken.

whats strange is during warmup. the game is fine.

You could try to experiment with it.
crackshot Feb 11, 2020 @ 9:42pm 
Originally posted by karl-police2020GER:

You could try to experiment with it.

unfortunatley this is notorious on x370 chipsets as its a bit broken from Gigabyte on my ax370 k7

https://community.amd.com/thread/227041

possible class action lawsuit.

4. When HPET is disabled a 0d POST code system hang occurs when trying to restart the system from Windows

This is utterly perplexing, how do you manage to break such a basic fundamental feature?

As AMD puts it:-

Make sure the system has Windows High Precision Event Timer (HPET) disabled. HPET increases the polling resolution of the system’s timer for certain performance monitoring utilities and the increased poll rate can compromise everyday application performance. HPET can often be disabled directly in the BIOS. Alternatively: from Windows, open an administrative command shell and type:

bcdedit /deletevalue useplatformclock

CLARIFICATION

HPET on in BIOS with no other changes = Applications and OS CAN use it if they want to but aren't forced to.

HPET on in BIOS with it being forced enabled in windows = Applications and OS must use it.

Also, installing Ryzen Master FORCES HPET TO BE ON IN WINDOWS.

The article clearly states that AMD has resolved HPET issues and shows that Intel with HPET on + forced has performance issues.
Last edited by crackshot; Feb 11, 2020 @ 9:58pm
󠁳 Feb 11, 2020 @ 11:02pm 
Originally posted by de_empty:
thats when i notice it going thru people, when they standing still. i can see bull holes hitting wall behind him ...
Spread \ hitreg problem.

1) Create server with empty map.
2) Spawn bot.
3) Take a long distance.
4) Take ak-47.
5) Use sv_showimpacts 1 (red boxes - client hitreg, blue boxes - server hitreg).
6) Aim to bot's head and shoot with one-taps.
7) See how ~2 of 10 shots will not hit a head (red box still on head, but blue is not).
And its with 1 ping on local server to standing target with very accurate rifle. Without your ping, without enemy's ping, without server lag, without loss and choke, without movement etc.

Nice random shooter.
oldirty` Feb 12, 2020 @ 5:42am 
Originally posted by FollowThePinkLinkesOnTheRoad:
Originally posted by de_empty:
thats when i notice it going thru people, when they standing still. i can see bull holes hitting wall behind him ...
Spread \ hitreg problem.

1) Create server with empty map.
2) Spawn bot.
3) Take a long distance.
4) Take ak-47.
5) Use sv_showimpacts 1 (red boxes - client hitreg, blue boxes - server hitreg).
6) Aim to bot's head and shoot with one-taps.
7) See how ~2 of 10 shots will not hit a head (red box still on head, but blue is not).
And its with 1 ping on local server to standing target with very accurate rifle. Without your ping, without enemy's ping, without server lag, without loss and choke, without movement etc.

Nice random shooter.
Avoid large distances? Counterstrike is played in close quarters since 20 years. The ak is only accurate up to 21 meters, at this range all shots will hit, go past that range and RNG will decide if you hit or not.

Logical conclusion, avoid large distances and only fight when skill is the deciding factor.
crackshot Feb 12, 2020 @ 10:18pm 
show impacts isnt correct atm either.

󠁳 Feb 12, 2020 @ 10:42pm 
Originally posted by oldirty`:
Avoid large distances? Counterstrike is played in close quarters since 20 years. The ak is only accurate up to 21 meters, at this range all shots will hit, go past that range and RNG will decide if you hit or not.

Logical conclusion, avoid large distances and only fight when skill is the deciding factor.
Sounds good, but in real we have something like this
https://www.youtube.com/watch?v=jwLx9t1wQR4

Weapon has a spread, but also you can see models of other players in wrong place. So you hit them on your clientside, but 0 hits in fact because you didn't hit him on server.

You can record your game, and compare it to demo. You will see difference.
oldirty` Feb 13, 2020 @ 4:12am 
Originally posted by FollowThePinkLinkesOnTheRoad:
Originally posted by oldirty`:
Avoid large distances? Counterstrike is played in close quarters since 20 years. The ak is only accurate up to 21 meters, at this range all shots will hit, go past that range and RNG will decide if you hit or not.

Logical conclusion, avoid large distances and only fight when skill is the deciding factor.
Sounds good, but in real we have something like this
https://www.youtube.com/watch?v=jwLx9t1wQR4

Weapon has a spread, but also you can see models of other players in wrong place. So you hit them on your clientside, but 0 hits in fact because you didn't hit him on server.

You can record your game, and compare it to demo. You will see difference.
The only thing I see is players going for rng kills. The server uses a different seed for rng calculation to prevent cheats, when no rng is involved you will hit the same spot on the server as on you client. When rng is involved the impact on the server will differ from your client.
This can go both ways, you can miss on your client but hit on the server, but people usually dont notice this.
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Date Posted: Feb 9, 2020 @ 10:39pm
Posts: 32