So my question is - is anyone else facing a similar problem? The client also samples data from input devices keyboard, mouse, microphone, etc. If you are interested to dip even deeper into the netcode of CS: This problem is real, does anyone have a fix? I am getting really tired of this crapshoot. GO and compared them to other games. GO to pass more traffic from the server to your system.
So what seems to be the problem here
CS:GO – Netsettings for competitive play
I swear to god - if I had paint based aimbot, I'd still lose with ms difference because I simply die whenever I come in contact with anyone. Originally posted by wyrtt:. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client. Ping itself isn't gonna get solved by turning off programs as the bottleneck here is because of the physical distance between the locations How many times will I have to write this for you to understand it? And what do I get?!