Counter-Strike 2

Counter-Strike 2

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Damage Prediction shouldn't exist
why? We don't have that on CSGO but now we need it in CS2?! Oh I know, because there's a big issue in CS2 network way beyond sub tick. This setting is just a ♥♥♥♥♥♥♥ band aid solution!
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Showing 1-9 of 9 comments
then turn it off.

in CSGO there was a delay too, but it was in a different place, that's why most people never noticed it. I did though.

if you want to know more tell me and I'll explain but something is telling me you're about to tell me something like "cope more" and "f off" without any constructive argument so I'm not writing anything.
Originally posted by kabanod1m #NotoToxicity:
then turn it off.

in CSGO there was a delay too, but it was in a different place, that's why most people never noticed it. I did though.

if you want to know more tell me and I'll explain but something is telling me you're about to tell me something like "cope more" and "f off" without any constructive argument so I'm not writing anything.

Okay then what will happen if I turn it off and my enemy didn't? Will my enemy gain an advantage? That shouldn't exist in the first place. and btw, there's always a delay regardless if its noticeable or not because the game is played online. There's a reason why prefire exist.
Last edited by StepBackwardAndDieComrade; Feb 28 @ 4:12am
Originally posted by kabanod1m #NotoToxicity:
then turn it off.
It's really that easy and people just find the time to complain on the forums. This is it lock the threads bois. Case closed.
Originally posted by StepBackwardAndDieComrade:
Originally posted by kabanod1m #NotoToxicity:
then turn it off.

in CSGO there was a delay too, but it was in a different place, that's why most people never noticed it. I did though.

if you want to know more tell me and I'll explain but something is telling me you're about to tell me something like "cope more" and "f off" without any constructive argument so I'm not writing anything.

Okay then what will happen if I turn it off and my enemy didn't? Will my enemy gain an advantage? That shouldn't exist in the first place. and btw, there's always a delay regardless if its noticeable or not because the game is played online. There's a reason why prefire exist.
lol
it's not advantage, it's personal preference

okay then what will happen if I use the default crosshair and my enemy uses a customized one fitting their playstyle? customizing the game shouldn't exist in the first place.
Originally posted by kabanod1m #NotoToxicity:
then turn it off.

in CSGO there was a delay too, but it was in a different place, that's why most people never noticed it. I did though.

if you want to know more tell me and I'll explain but something is telling me you're about to tell me something like "cope more" and "f off" without any constructive argument so I'm not writing anything.
Been meaning to ask someone what the difference is? i keep it on or off i forget just because its default and the game/net code is probably made around defaults.
Last edited by Demon_Crusher; Feb 28 @ 4:42am
Renos Feb 28 @ 4:40am 
another day and people still don't understand what damage prediction actually does and why it exists. Then rage about it.
Originally posted by Demon_Crusher:
Originally posted by kabanod1m #NotoToxicity:
then turn it off.

in CSGO there was a delay too, but it was in a different place, that's why most people never noticed it. I did though.

if you want to know more tell me and I'll explain but something is telling me you're about to tell me something like "cope more" and "f off" without any constructive argument so I'm not writing anything.
Been meaning to ask someone what the difference is? i keep it on just because its default and the game/net code is probably made around defaults.
you can turn it off safely without losing anything, don't worry

kill ragdoll client prediction is what is responsible for "dead enemies coming back to life" visual effect (I'll call it "glitch" from now on despite this term being incorrect in this regard), but when this glitch doesn't happen, this setting makes your game visualize your enemy dying right on the next frame, instead of waiting for the next tick, which makes you feel less delay than there actually is.

damage prediction off:
when you shoot, the server calculates whether your shot has hit or not. your client just renders what the server is sending. once the server sends you that you've killed the enemy, your client plays enemy dying effects.

damage prediction on:
when you shoot, the server AND your client both calculate whether your shot has hit or not. your client instantly renders that you've killed the enemy, and once the server sends you that you've killed the enemy, your client does nothing.
but IF the server calculates that you didn't actually kill the enemy, your client "resurrects" the enemy on your screen as soon as the information from the server is received.

the more network problems you have — jitters, packet losses, chokes, out-of-order problems, etc, the more glitches you will have with this option.

no idea why this is the default option to be honest, sometimes it's like Valve are just trying to gather as much hate as possible from the community xD
Originally posted by kabanod1m #NotoToxicity:
Originally posted by Demon_Crusher:
Been meaning to ask someone what the difference is? i keep it on just because its default and the game/net code is probably made around defaults.
you can turn it off safely without losing anything, don't worry

kill ragdoll client prediction is what is responsible for "dead enemies coming back to life" visual effect (I'll call it "glitch" from now on despite this term being incorrect in this regard), but when this glitch doesn't happen, this setting makes your game visualize your enemy dying right on the next frame, instead of waiting for the next tick, which makes you feel less delay than there actually is.

damage prediction off:
when you shoot, the server calculates whether your shot has hit or not. your client just renders what the server is sending. once the server sends you that you've killed the enemy, your client plays enemy dying effects.

damage prediction on:
when you shoot, the server AND your client both calculate whether your shot has hit or not. your client instantly renders that you've killed the enemy, and once the server sends you that you've killed the enemy, your client does nothing.
but IF the server calculates that you didn't actually kill the enemy, your client "resurrects" the enemy on your screen as soon as the information from the server is received.

the more network problems you have — jitters, packet losses, chokes, out-of-order problems, etc, the more glitches you will have with this option.

no idea why this is the default option to be honest, sometimes it's like Valve are just trying to gather as much hate as possible from the community xD
That's what i thought it did the way you explained it makes me want to see someone actually glitch out and come back to life like a badass now lol
vee Feb 28 @ 4:55am 
Originally posted by Demon_Crusher:
That's what i thought it did the way you explained it makes me want to see someone actually glitch out and come back to life like a badass now lol
https://www.youtube.com/watch?v=GTw3fT2Jk6k
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Date Posted: Feb 28 @ 2:59am
Posts: 9