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-they have added latency to buffer over network packet issues
-and then they have latency on your client and server trying to fix hit reg with subtick by attaching time stamps to everything that happens in the server and on your client because they are a greedy billion dollar company trying to get away with using decade old servers instead of buying new 128 tick servers
Network jitter is a disruption in the even flow of packets.
The Source 2 Engine automatically adds buffering to smooth over jitter.
If jitter on the connection is very uneven or "spiky", with delays being very large but occurring only rarely, the game's automatic adjustments may not be be enough. Adding one or more ticks of buffering is a hint to the clock synchronizer that it needs to prepare for larger delay spikes.
If a packet is dropped, adding an additional tick makes it possible to fill in the gap. That's because the tick message after the dropped message will usually have arrived, and we have enough information to "smooth over" the missed tick.
The downside to adding this additional buffering is that it adds additional latency.
The Source 2 Engine automatically adds buffering to smooth over jitter.
The downside to adding this additional buffering is that it adds additional latency.
and then try to learn what subtick is and how it adds latency to the server and your client in a sad attempt to fix hit reg.
billion dollar company refusing to buy newer better servers with a set tick rate instead they try to develop theyre own method of fixing hit reg on decade old servers
Ive never played another game ever in my damn near 30 years of multiplayer games that had such wild differences game to game.
I seen a pro saying something along the lines of trying not to think about it and go by feel and not visual indicator, but my brain is to old for that ♥♥♥♥.
I think thats why my aim is so good through walls, I dont have the visual stuff throwing me off.