3 ms·
Most games are 60+t these days, the outliers being PUBG and Fortnite. Competitive CS:GO is the major one pushing 128t, and it's very noticeable at high levels o
by sgtmas2006 8y ago
Most games are 60+t these days, the outliers being PUBG and Fortnite. Competitive CS:GO is the major one pushing 128t, and it's very noticeable at high levels of play. I have lost many firefights due to the weird interp that R6: Siege has, that simply don't exist at 128 CS fights.
TF2 has this issue where people can change their interp in a certain fashion that allowed hitscan guns to have a broader headshot range. I'm not sure if it still has it, I haven't played TF2 competitively since 2012. Looking at R6, nothing ever seems to line up properly between two clients for pixel-peeking, fast swings, or slow peeks alike. Something feels off about it compared to other shooters, but I can't pinpoint it. It feels like it's interp as it mimics the issues other games had related to interp.
For reference, I don't want to seem like some random person who just does badly and blames it on networking mechanics, I'm diamond in siege, A+ in ESEA and global in mm, held top 10 on the leaderboard in PUBG. (It also does feel nice to be able to say that sometimes, even on a technical site like this.)
I've seen his videos a lot. Also Escape from Tarkov, if you see in his videos he has listed at 93hz. In reality, the game has horrible issues that cause clients to experience desync, allowing delays nearing 1 SECOND in reality.
Tarkov used to have an issue where if you repeatedly opened and closed specific doors on some maps, it would create desync that was ever-growing. You could sometimes end up dying 5 minutes in the 'future,' while your client is 5 minutes out of date. It doesn't happen anymore thankfully. The game is plagued with other issues though.