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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
Time to aim-practice.
or when they forget to hide it: 120 damage given but not dead
Show us a video to debunk.
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.
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
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.
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:
source: https://www.pcgamer.com/steam-delivered-15-billion-gigabytes-of-data-in-2018/