CS:GO Discussion

I was wondering how much of an effect ping has on gameplay. Every game I join I have around 65-90ms.

Does this mean I am at a disadvantage in any way, I mean I see people with 10ms... will they shoot first or is it too small of a difference to matter?
 
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don't worry there is lag compensation so even with higher ping you should be alright,

i have 47 ~ 70 usually and it is ok , i seen people play better or really good with 100 + ping as they getting probably very big lag compensation.

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The lag compensation mechanism rewinds time for players of all ping so that what they see on their screen is what they’re interacting with.

so in theory if you have higher ping you are in advantage .
 
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I mean, I think sometimes when I am peeking an AWP vs AWP and we both shoot at the same time, I hear my gun shoot (obviously targeted on him) but I die. So I am thinking that that very small difference in ping could be the issue.
 
I mean, I think sometimes when I am peeking an AWP vs AWP and we both shoot at the same time, I hear my gun shoot (obviously targeted on him) but I die. So I am thinking that that very small difference in ping could be the issue.

i think thats fixable by using console commands, there is a hatton games video that talks about this, i'd link it but at work so can't.
 
use lowest interp rates , and proper rates might help .

rate "128000"
cl_cmdrate "128"
cl_updaterate "128"
cl_interp "0.00000"
cl_interp_ratio "1.000000"

rate will adjust if server tick rate is lower automatically
 
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I wouldn't go messing with that tbh. If you are consistently playing on private 128 tick servers then there may be an argument to use cl_interp_ratio "1" but for most people the default values are best.
 
Played 2 games last night and hated every second of it. Got matched with 2 awful teams who made the most basic mistakes every round (such as going mid on dust2 without smoking and getting sniped nearly EVERY round). I think I came bottom or 2nd from bottom in both games, it just wasn't enjoyable at all. Had a few games like this now since hitting MG1.
 
Played 2 games last night and hated every second of it. Got matched with 2 awful teams who made the most basic mistakes every round (such as going mid on dust2 without smoking and getting sniped nearly EVERY round). I think I came bottom or 2nd from bottom in both games, it just wasn't enjoyable at all. Had a few games like this now since hitting MG1.

Add me, Steam in Sig Can play a bit this weekend.
 
everyone is using interp 1 .interp 2 is not even aloud in ESEA.

That's because most people don't know what they're doing and those using ESEA will probably be on private servers more than MM.

interp should only be 1 if playing on dedicated match servers and you have a very good connection and ping consistently <50 ms. For 99% of people playing CSGO (those using matchmaking servers), the default of 2 is better.

cl_cmdrate "128"
cl_updaterate "128"

This is OK if fps is consistently above 128. Otherwise don't change.
 
cl_interp
Format: cl_interp 0
This should always be 0. setting it to zero will allow cl_interp_ratio to determine more accurately what your actual interp should be. EcG will most likely default your cl_interp to 0.015625 if you are curious.
What this command actually does is determine the lag interpretation between the client and the server differences, which controls what is commonly known as "hit reg." the lower this number is, the more accurate what you are seeing on your screen is to what the server is seeing. Because of latency, this can never be truly 0 tho, data takes time to go thru the internet, nothing is truly instant.
For people who want to experiment, use values between 0.015625 and 0.04. If you seem to see somebody first but can't get your shots to hit, use a lower value, if you seem to never be able to hit somebody who is moving and running away even tho you are aiming right at them, use a higher value. Caution tho, the higher you set this, the more than likely you will loose a fight even if you see somebody first.
Lower values make you sync up with the server more accurately, and faster, but require higher and stabler internet speeds, using higher values lessens the strain on your system and the server, but you are more out of sync, making it easier for people to see you first and kill you before you even see them.

cl_interp_ratio N
This corresponds to the snapshot stuff I was talking about earlier, the default setting of this command is 2. For EcG Servers the best setting is 1, and change it back to 2 if you have issues.
The game calculates your client-side linear interpolation (LERP) based on the following formula: Interp_Ratio/Update_Rate. If your cl_interp value is greater than this value, it will be used instead. It uses the actual values, taking into account limits the server puts on you client, not necessarily exactly based on your cl_updaterate and cl_interp_ratio. For example, if your update rate is 64, and your interp. ratio is 1, your LERP will be 1/64, or 0.015625 seconds (15.625ms). By default, a Counter-Strike: Global Offensive client runs at an update rate of 64 snapshots per second. It also has a default cl_interp of 0.03125 (31.25ms). Since 64 snapshots per second means there is a snapshot sent to your client every 15.625ms in this case, a LERP of 31.25ms means that in addition to the current snapshot, there are always 2 extra snapshots your client keeps around to interpolate between in case it loses one. For someone with a bad connection (one that has packet loss between the client and the server, shown as "loss" in net_graph 3), this is a pretty safe setting. If you lose a packet, it won't be too big of a deal, because your client can interpolate between the other 2 snapshots in order to show you something reasonable on your screen. This default setting corresponds to a cl_interp_ratio of 2.

Since most people don't have loss, most people will have the best experience with cl_interp_ratio 1. This means you only have 1 snapshot to work with in the case 1 is lost. Since 2 snapshots are required to interpolate between in cases, this means that your client will have no interpolation delay at the expense of not being resilient in the case your connection does actually get loss.

In short, set cl_interp_ratio to 1 if you don't have loss. Set it to 2 if you do have loss.

here is better explanation
 
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here is better explanation

It's not just about quality of client connection though, also quality of server. For dedicated, relatively plugin-free match servers (5on5), a ratio of 1 would be better. Otherwise, the default of 2 is more appropriate.
 
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