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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...
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
here it is :
https://www.youtube.com/watch?v=H6CvM4xjY9I&feature=youtu.be
what happened here?
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?
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.
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