Counter-Strike 2

Counter-Strike 2

View Stats:
Hit reg/Hit detection
I just want valve to fix the hit detection cause it is so bad. Sometimes the crosshair is right on the point but miss because of the poor hit detection. It have happened way too many times for me.

i Know everyone have experienced it and it makes me so angry. If it gets fixed i would be so amazingly happy and then csgo will be the perfect game.
< >
Showing 1-13 of 13 comments
The Djinn Aug 22, 2020 @ 9:02am 
hit somebody yesterday in game
with an awp
for 5 damage

it was a body shot not even through an object

got to love how cheat programs nullify player damage now
Ancient Oldie Aug 22, 2020 @ 9:04am 
Originally posted by Hans olo:
I just want valve to fix the hit detection cause it is so bad. Sometimes the crosshair is right on the point but miss because of the poor hit detection. It have happened way too many times for me.

i Know everyone have experienced it and it makes me so angry. If it gets fixed i would be so amazingly happy and then csgo will be the perfect game.
127 hours?

Time to aim-practice.
SK Aug 22, 2020 @ 9:04am 
it is not hit detection, it is anti-hit cheat. i saw this when someone was standing still not doing anything and i was behind him 0 distance. i shot my entire mag and 0 hits!

or when they forget to hide it: 120 damage given but not dead
Skipspik Aug 22, 2020 @ 9:04am 
Random shot. everycomplain like that with video I saw for the past years had an explanation. Stop calling cheats or blaming ticks.

Show us a video to debunk.
Charlotte Aug 22, 2020 @ 9:08am 
@Hans olo

Do you have a replay or a video of the situation we can check? Sometimes it is hard to see why a bullet / spray missed and maybe we can help to narrow the problem you have down.
76561199032421880 Aug 24, 2020 @ 11:17am 
The problem is when i watch my demos and i besvær impact to 1 only red shows up but blue and red should
Hamless Hog Aug 24, 2020 @ 11:18am 
Originally posted by Kamisori:
hit somebody yesterday in game
with an awp
for 5 damage

it was a body shot not even through an object

got to love how cheat programs nullify player damage now
that would mean you did NOT hit him with an AWP....
76561199032421880 Aug 24, 2020 @ 11:55am 
yes if his crosshair was on point then i should.
76561199032421880 Aug 24, 2020 @ 11:57am 
if you turn sv_showimpacts 1
then you see blue and red when you shoot.

the red is the client and the blue is the server.
the red is where the bullet is hitting
and blue is where the bullet actual hitted.
and they are sometimes way to much apart that its unbelievable.

i just want valve to fix the ♥♥♥♥♥♥ bullet reg/hit detection/ hit reg.

PLS VALVE
Ancient Oldie Aug 24, 2020 @ 12:07pm 
Originally posted by Hans olo:
if you turn sv_showimpacts 1
then you see blue and red when you shoot.

the red is the client and the blue is the server.
the red is where the bullet is hitting
and blue is where the bullet actual hitted.
and they are sometimes way to much apart that its unbelievable.

i just want valve to fix the ♥♥♥♥♥♥ bullet reg/hit detection/ hit reg.

PLS VALVE
This is actually not a hitreg problem.

Clients use interpolation (prediction) hitreg is serverside and accurate. Why, because if you make it clientside, aimbots would be even worse.

The difference comes from packetloss, high latency, latency peaks, cheap networkcards that have less offloading capability and need more CPU to send packets out. Badly configured computers that also have other things going on over the network. Or on the CPU while playing games.

It's just not possible to create a system that will have no problems with all clients while they are using internet. There is too many external influences that cause these things. Play the game on LAN with a LAN dedicated server and you will see these are not hitreg problems.
76561199032421880 Aug 24, 2020 @ 12:15pm 
I understand you
76561199032421880 Aug 24, 2020 @ 12:15pm 
But maybe they can make it just a little bit better so they are closer
Ancient Oldie Aug 24, 2020 @ 12:34pm 
Originally posted by Hans olo:
But maybe they can make it just a little bit better so they are closer
What would you see as "a little bit better" it's not the game that is bad (really try it on LAN, the netcode is absolutely good).

Valve actually has one of the best networks in existence. They have a very widespread private network (they have private datacenters all over the world and share datacenters with microsoft, google and amazon too). The amount of data that runs over it is massive. 5 to 6 Terrabits is normal daily traffic for steam.

https://store.steampowered.com/stats/content/

On top of that they developped a full secure routing solution that makes it impossible to ddos gameservers. And also makes it impossible to retrieve any client information through their gameservers. The protocol is opensource and free to use. Every developper who uses steam can use it. It's called Steam Datagram Relay or GameNetworking Socket.

https://partner.steamgames.com/doc/features/multiplayer/networking

https://github.com/ValveSoftware/GameNetworkingSockets

They also host their own endpoints on the internet (you can see how many if you look for a MM game and open the console, they show you the ping to every proxy and the ping to the gameservers behind it). It also has failover capability.

18 - 19 million clients online every hour of the day.
5 million people ingame allmost 24/7

CSGO alone has over 500k players (at least) 24/7
Dota2 300k ? 24/7
and maybe 100k players on all other Valve multiplayergames.

that's allmost 20% of the people playing games that are playing on Valve's private servers.

They are actually doing a great fn job. Considering worldwide internet infrastructure in certain countries is really bad, and the still manage to provide really acceptable service.

FUN FACT:
a bit of fun perspective, Valve noted that it now delivers more game data in one year than there was internet traffic period when Steam launched: "The entire traffic of the Internet in 2003 (the year we launched Steam) is estimated at 9.3 exabytes."
source: https://www.pcgamer.com/steam-delivered-15-billion-gigabytes-of-data-in-2018/
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Aug 22, 2020 @ 8:35am
Posts: 13