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There are other fixes. For example: http://www.reddit.com/r/GlobalOffensive/comments/1dqq03/workaround_for_crossfire_users_experiencing_the/ . Some dual GPU configurations might be giving inconsistent FPS (microstuttering: http://en.wikipedia.org/wiki/Micro_stuttering ) which means the effective FPS is much lower than that displayed by net_graph or otherwise. You can disable Crossfire or SLI, or update your video drivers or SLI/Crossfire profiles to see if it helps.
The underlying reason for the rubberbanding is a high disparity between the ticks on the server and the ticks on the client, as enforced by the new sv_maxusrcmdprocessticks command. This can be caused by too low an FPS (you can decrease your video settings and see if there is less rubber band) or high packet loss. For packet loss, it should be visible in net_graph, but for FPS on a dual GPU set-up, the true FPS might be much lower than that shown, hence people have been getting issues. This is being done to stop speedhacks.
From a CS:GO developer:
"
The value for sv_maxusrcmdprocessticks specifies maximum user commands that server will handle from a client in a single server frame tick.
E.g. if you run a 128-tick server with max 3 usr cmds per tick, but your client runs at sub-64 fps then the client might experience incorrect prediction on movement and what you refer to as “lag”. The solutions here would be to:
1) disable the user commands limit completely on the server with sv_maxusrcmdprocessticks 0
This would use old behavior and allows clients with any low framerate or high packet loss to fully execute all queued up movement packets on the server and allows clients to maliciously inject additional movement packets for execution on the server thus possibly attaining a higher than maximum movement speed or movement speed bursts observed by other players.
2) increase the user commands limit to allow slack for clients running with low fps with e.g. sv_maxusrcmdprocessticks 16
The higher the value the higher “movement burst speed” can be observed by other clients and can be attained on a single server tick by a cheater or user with severe packet loss or low fps.
When running 64-tick server with default setting of max 3 user commands per server tick clients might observe incorrect prediction on movement when running with sustained fps below 25 fps or when running at 64 fps but dropping 30% of packets or a combination of these unfavorable conditions. Even when a local client encounters incorrect prediction on movement all other players in the server still see their movement as smooth and from other players’ perspective the movement speed is always within max movement speed.
To diagnose the case of clients being affected by the setting of max user commands you can use “sv_maxusrcmdprocessticks_warning” convar, setting it to 0 will spew all server ticks and clients for whom user commands are being dropped, setting it to 1 will spew no more than 1 message per second, setting it to default -1 disables the spew. Once you narrow it down to the client you can disable competitive min spec on the server and capture the client statistic with “net_graph 5” on the client. Let us know if you encounter clients running at sustained fps >= server tickrate without any packet loss that experience dropped user commands and we’ll be able to investigate further from here.
Thank you,
-Vitaliy
"
Source: http://csgo-servers.1073505.n5.nabble.com/csgo-update-td4480i60.html