![]() ![]() also here valve offical words about how source 2 make the dota 2 good.Īlso quote from reborn blogpost related to hitching: "MULTITHREADING & STREAMING" 64-bit dx11 and vulkan most of game engines supporting this but when you looked to source 1 max supported api is dx9 32-bit not taking advantage of your hardware. You can't keep use unoptimazed game engine. thats why people want source 2 its really uses multicores of your cpu if thats needed. they just breaking source 1 renderer make game unstable and unplayable. You can of course still and have always been able to look at tracers to reasonably adjust your AK spray, they just aren't completely accurate anymore (since December 2014). Now that's not possible anymore, cheaters suffer from the same inaccuracy as everyone else and have to stop moving to shoot accurately, and can't reliably jumpshot you. Previously cheaters could jump but still shoot 100% accurately, like the KQLY jump on Dust II, or ragehackers just bunnyhopping around with an auto-sniper while looking at the floor, with their shots still all magically being 100% accurate. So if your shot's inaccuracy is higher, the tracers possible inaccuracy is also higher.Īgain, this was done to combat cheating. Since then, the client calculates where the shot goes and displays tracers (and bulletholes) there (blue impact), but the server's calculation is different, so your shot actually lands somewhere else (red impact). However since an anti-cheat update a long long time ago (December 2014!), the spread calculation was changed to be different between client and server, to make nospread cheats impossible. Blue and red sv_showimpacts impact markers in the same spot, looking purple. What actually happened is that tracers (and bulletholes) were originally 100% accurate in CS:GO, because the client calculation for where the shot goes was identical to the server's, so the client's calculation for the visual tracers was the same as the server's calculation for where you actually hit. and your post having +12 upvotes shows you're not alone. Could you tell me where you got this wrong information from? It's not the first time I've read it. after the viewmodel and tracer update in 2018, the tracers have become very accurate and actually represent where the bullets will go on the client side. Valorant doesn't have muzzle flash fellas.Įdit: `r_dynamic 0` is not cheat-protected and does the same thing, use this one I encourage you to try yourself, and also try `dlight_debug`, it will spawn a dynamic light using the same system. I wouldn't expect a fix because it's a pain in the ascii to do it, but r_dynamiclighting should be non-cheat protected. This is a known problem area for Valve because they put profiler blocks all over the place ( ). The problem is slightly masked by using mat_queuemode("multicore rendering") but not really. (I am using linux but the problem is going to be similar). The issue is the dynamic lighting system calls D3D LockRect() which forces a stall while waiting for the GPU to deliver data. Want a fix? Here's another one in the same spot, shooting, with `r_dynamiclighting 0` Here is a tracy waterfall while shooting with muzzleflashes on 3 surfaces. But actually all that stuff is nothing compared to the amount of lag caused by muzzle flashes. Have you ever wondered why you drop 100+ fps while spraying? You might assume it's a combination of the sounds, animations, tracer effects, particles, and other. ![]() □PRAC then TOP50 grind□!pracc !discord 678 Freakazoid ![]() 751 austincs_ġ8 winstreak full tryhard !farmskins 687 mbappe_cs □TEAM WICKED ROUND 3 PLAYOFFS□ADVANCED QUA. 1,172 balduĪDESIVOS DO MAJOR HOJE? + SORTEIO FLIP DOP. The EMINENCE, counter al fallo de calite. □PUGS - REACTS IDK□!linktree !farmskins !d. LIVE: Os Donos da Bala by Rivalry ESPECIAL. Subreddit Rules Message Moderators Official CS:GO Blog Discord
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