Counter-Strike 2

Counter-Strike 2

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Dandragon Sep 20, 2015 @ 4:34am
What is client and server side?
So I was playing aim_botz on a private server and i realised very very often i would shoot a bot in the head and nothing would happen. I enabled show impacts and it had a red dot on the bots head whenever i shot it and sometimes it wouldnt die and would just leave a floating red dot. Apparently after looking this up the red dot is client side and the blue dot is server side

why dont they match?
and is this the same in competitive because i notice that i shoot a lot of people in the head and the bullet just goes through them. I even check with shadowplay to see my view for myself in slow motion and yeah i shoot people right in the head sometimes and it doesnt register.

is this because of 64 tick? or is it because of the client/server thing?
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Showing 1-10 of 10 comments
oldirty7 Sep 20, 2015 @ 4:41am 
Its because the shots are calculated server side. You dont tell the server "Ive shot there" you tell him "Ive shot in this direction"

The server then calculates a random value and sends yo uthe information where you actually have hit.

Against many believings, there is NO pin point accuracy in CS.
Dandragon Sep 20, 2015 @ 4:48am 
Originally posted by oldirty7:
Its because the shots are calculated server side. You dont tell the server "Ive shot there" you tell him "Ive shot in this direction"

The server then calculates a random value and sends yo uthe information where you actually have hit.

Against many believings, there is NO pin point accuracy in CS.

sooo it has nothing to do with it being 64 tick? because i shot a guy camping in pit in a long dust 2 directly in the face twice with an ak while my movement speed was a 0. Even with a random value, should it have hit him? I even have the recording of me doing it but in the demo i was even close to him...
oldirty7 Sep 20, 2015 @ 4:56am 
Depending on the range, it can take up to 4 shots with an ak47 to hit a still standing target while you are also standing still.

An other thing is lag compensation, but that only has an effect on moveing targets.
64tick is the least problem we have in csgo. Its actually a pretty high tickrate, I dont know a single game that is nearly as high as this.
The difference between 128tick and 64 tick is roughly 7.5ms for each tick, that is NOTHING.
( and btw, this also only has effect on moeving targets )
Last edited by oldirty7; Sep 20, 2015 @ 4:57am
Dandragon Sep 20, 2015 @ 5:14am 
Originally posted by oldirty7:
Depending on the range, it can take up to 4 shots with an ak47 to hit a still standing target while you are also standing still.

An other thing is lag compensation, but that only has an effect on moveing targets.
64tick is the least problem we have in csgo. Its actually a pretty high tickrate, I dont know a single game that is nearly as high as this.
The difference between 128tick and 64 tick is roughly 7.5ms for each tick, that is NOTHING.
( and btw, this also only has effect on moeving targets )

ok so what cause this? in fact il upload it in a second
Dandragon Sep 20, 2015 @ 5:29am 
Originally posted by oldirty7:
Depending on the range, it can take up to 4 shots with an ak47 to hit a still standing target while you are also standing still.

An other thing is lag compensation, but that only has an effect on moveing targets.
64tick is the least problem we have in csgo. Its actually a pretty high tickrate, I dont know a single game that is nearly as high as this.
The difference between 128tick and 64 tick is roughly 7.5ms for each tick, that is NOTHING.
( and btw, this also only has effect on moeving targets )

here it is :

https://www.youtube.com/watch?v=H6CvM4xjY9I&feature=youtu.be

what happened here?
oldirty7 Sep 20, 2015 @ 6:17am 
You were movin and not on target with the first shot.... The second shot went right through your enemys head but only client sided, the shot went somewhere else on server side.

Your client calculated value a, the server then calculated value b. You can take a look at this with sv_showimpacts, red is client and blue is server sided.

People rarely notice this, but it could also go the other way, meaning that you miss on client side but the server register a hit because he took another value to calculate the shot.

Its basically random who will win a gun fight between two equally skilled players.
Dandragon Sep 20, 2015 @ 6:18am 
Originally posted by oldirty7:
You were movin and not on target with the first shot.... The second shot went right through your enemys head but only client sided, the shot went somewhere else on server side.

Your client calculated value a, the server then calculated value b. You can take a look at this with sv_showimpacts, red is client and blue is server sided.

People rarely notice this, but it could also go the other way, meaning that you miss on client side but the server register a hit because he took another value to calculate the shot.

Its basically random who will win a gun fight between two equally skilled players.

oh ok well thanks for clearing that up. so it has nothing to do with 64 tick?
frisky Sep 20, 2015 @ 6:20am 
Originally posted by Dandragon123:
Originally posted by oldirty7:
Depending on the range, it can take up to 4 shots with an ak47 to hit a still standing target while you are also standing still.

An other thing is lag compensation, but that only has an effect on moveing targets.
64tick is the least problem we have in csgo. Its actually a pretty high tickrate, I dont know a single game that is nearly as high as this.
The difference between 128tick and 64 tick is roughly 7.5ms for each tick, that is NOTHING.
( and btw, this also only has effect on moeving targets )

here it is :

https://www.youtube.com/watch?v=H6CvM4xjY9I&feature=youtu.be

what happened here?
You were in fact moving when you shot.

Every time you shoot, the server rolls the server back to the tic that it happened, calculates the shot, determines if you hit anything, then carries on with its normal functions.
Last edited by frisky; Sep 20, 2015 @ 6:22am
oldirty7 Sep 20, 2015 @ 6:31am 
Again, the 64tick "issue" is very very stupid and people blame their own faults on it. You need to be at least supreme to be able to take an advantage of a higher tickrate than 64.
Dandragon Sep 20, 2015 @ 7:24am 
Originally posted by oldirty7:
Again, the 64tick "issue" is very very stupid and people blame their own faults on it. You need to be at least supreme to be able to take an advantage of a higher tickrate than 64.

to be fair ranks dont mean jack sht, there are plenty of le's better than some supremes.
ranks dont matter at all. When I was silver I could easily tell the difference between 128 and 64 tick. When I joined random servers almost instantly i could guess their tickrate and i was pretty much always right maybe cause i have a 144hz monitor no idea
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Date Posted: Sep 20, 2015 @ 4:34am
Posts: 10