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Сообщить о проблеме с переводом
The reason why you missed in cs2 was because CSGO has huge latency and what you did was "tuning" cs2 to behave same bad like csgo. If your muscle memory from csgo start working again, congratulations, you increased cs2 latency nearly to csgo level.
I have opposite experience, when rifling in cs2, the crosshair is MUCH faster than in csgo with nvidia reflex on, but thats what i want, i dont want sluggish heavy csgo aim not fast enough to do crazy flicks . But faster in term of reaction and responsibility, which i really dont wanna to tune down.
Btw ALWAYS when reflex is on, low latency mode should be off or overriden, its inferior to nvidia reflex and input lag is always worse with LLM only At least by working supported games (cs2 is supported, of course the second condition - working - is still a bit unknown variable).
Now some expected numbers (cs2 is only expectation based on valorant, csgo is known number), with nvidia reflex on the lowest achieavable latency on the input should be 5ms (valorant level), with LLM about 10ms. Csgo lowest possible latency achievable is 12ms. Thats why LLM feels similar ("better") to you, its similar bad. Muscle memory may work, but you will be soon beaten by people who learned to be faster with faster input.
The reason I don't think this is the case is because in order for my muscle memory to properly translate, I had to INCREASE my zoom sensitivity using NVIDIA Reflex. This is because when someone would peak, there would be enough latency that by the time I see they peaked and flick as I would in CS, I would miss because I would shoot behind where they were. When I increased my sensitivity, it compensated for latency meaning by the time I would see the enemy cross, I would have to flick further than I am used to because of the extra delay.
If I were to have added latency, I would have been overshooting the enemy and would have needed to decrease my sensitivity to convert the muscle memory of the flicks and timing. I also noticed that the timing of when someone walked past my crosshair and when I needed to shoot was off as well, and I was shooting too late. I know for a fact that I wasn't overshooting because I had sv_showimpacts on and was clearly seeing where my bullets landed in relation to where the enemy was.
Again, whether this is always the case - I don't know. I've always found my PC behave different on CSGO from everyone else's. Maybe it's a weird circumstantial thing, but for me this almost definitively helped my latency.
It's been painful with the GlobalOffensive subreddit being privated at the moment. I'll likely post this in there once it is unprivated, but I just know that I've found many solutions to problems via google searching my issue and finding a steam community thread. Hopefully if someone searches "CS2 NVIDIA Reflex" on Google, this might show up and help them out.
I'll check out Blurbusters as well, not familiar with it.
These average latency times aren't a measurement of my actual latency, but they can be compared based on the two reference points I used to start/stop the frame count.
Here are the results;
Reflex Off -
5, 3, 3, 4, 5, 4, 3, 3, 3 - Frames it takes to display after each click
Averages;
3.67 frames - Average frames rounded to the nearest hundredth
15.25ms - (1000ms/240fps)*average frames
~~~
Reflex On -
4, 6, 3, 5, 3, 3, 4, 5, 6 -
Averages;
4.33 frames
18.02ms
~~~
Reflex On + Boost -
5, 5, 5, 4, 5, 5, 5, 6, 5 -
Averages;
5.00 frames
20.83ms
----------
Obviously there's a lot to take into account here. One frame is about 4.2ms so it's impossible to be precise. I have a 165hz monitor, so that is likely also a factor when it comes to shutter speeds/framerates. We are only dealing with 9 shots. Although they are in the same spot - the differences could increase or decrease depending on what is happening in-game in a normal gameplay situation.
I'm not saying that Reflex Off is the best way for everyone. I'm just saying - for some reason, it reduces my latency and if you are having similar issues, you might as well test it out.
Your all results are too close from each other and the latency is kinda bad considering valorant can go up to 5-6ms limit on high end hardware. However even if they are in a narrow margin of measurement error range, they can mean something. And not surprisingly - it doesnt seem to be much positive for the game if it runs so badly on your pc with reflex/boost on. Either its not working, or not properly configured (we need to see your settings) or different bottleneck (CPU etc.)
But a nice try, i kinda desperatelly need to get somewhere a high FPS camera, i want to do similar test, in cs2 and also at faceit as it seems to be extremelly input laggy for me.
Btw i have found some numbers in this article, its from pre-release test https://www.techpowerup.com/306912/nvidia-reflex-coming-to-counter-strike-2#g306912 . Dunno why the idiots test nvidia reflex at HIGH settings and HIGH resolution, even better numbers would be with low res + competitive settings but they need to sell overpriced crap gpus... AT low would be visible that you dont need 4070+ to play cs2 with single digit latency.
Your results are comparable to some garbo GTX1060 GPU levels. With opposite impact of nvidia reflex lol.
Sadly, all 3 my smartphones can record only 60fps, so i cant tell you how does my 3060Ti and ryzen 7600 (and tuned 6000mhz rams) at 280hz Asus VG259QM (budget gem monitor) perform in cs2 but i persist a big responsivity improvement in cs2 (reflex + boost on) versus csgo which has incredible lazy aim for me.
Whuh.
As I said, the average ms times aren't my exact latency. Since I was unable to know exactly when my click was registered, I used the reference point of when my finger makes initial contact with the mouse (which isn't necessarily the moment I click), and then count the frames up until when the monitor scopes out of the AWP. Since I counted the frame of the initial contact before I click and the first frame the image is visible, that's 8ms of unknown. There's also the latency of my mouse & monitor that would add to the total.
That's because we are dealing with increments of 4.2ms and also in a game environment with no movement/action. We are simply shooting at a wall. If we assume 8 ms is shaved off, the results look like this; 7.25ms, 10.02ms, and 12.83ms. Now we are looking at more significant differences.
I have a GeForce RTX 3080 & an Intel i9 9900k. Clearly there is a CPU bottleneck, and I'm sure that is the root of most of my problems with CS. That is why I keep saying that this is likely not the case for everyone, but simply trying to offer a possible easy solution (that doesn't involve buying an $800 GPU and a $450 CPU) for those who may have the same issues as me. A CPU is next on my list, but I still think it's besides my point.
The game is running at 4:3 1440x1080 Stretched Resolution and all of the settings were on low using fps_max 0. The control panel is set to 1 prerendered frame and obviously no sync. I took a whole two days testing around with different settings in-game and on the control panel (not using the camera, but using the zoom sensitivity ratio) and felt the same way.
Yeah, I definitely need a CPU upgrade. When I got the 9900k, not only did they come out with a new series shortly after, but they came out with a brand new socket - so I couldn't upgrade while keeping the same motherboard. I just want to make sure I time it right so that doesn't happen again haha. The reason I have a 165hz monitor is because it's 1440p but I would like to get a faster 1080p monitor at some point.
What's the point of having more than 200 fps anyway? His screen is a 165hz so that's his limit displaying.
Funny to see people saying "I want 500 fps!" but are running 144/165hz screen...
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