CSGO Sticky thread

For someone with an AMD GPU I think the game has shown a dramatic improvement with the latest driver update. Not sure, the game is wonky at times, however I still have issues.

Valve has done some updates to the netcode, and last night I didn’t have more than 1% loss at any time, but I had these weird lag spikes. In moments my connection would disconnect and I would lose like 100-300ms in which I either have no input or my input gets stuck. I don't know whether this was related to the loss which was shown? The game still needs work. I am starting to wonder whether it is AMD GPU related???

I read up, and a similar issue is experienced with Alyx… but it is a single player game… though the issue I experience with the time loss, which I assume is a described hitch, is remarkably similar. They say it is Vulkan related, but I am using DX11 now since Vulkan introduced weird anomalies in-game though it also reduced hitching.

Meh. This is my only pet peeve I have with the game at the moment. Sometimes my audio bugs out, like it's all mono, but I can live with that.
 
https://www.counter-strike.net/news/updates

Release Notes for 11/8/2023
[ GAMEPLAY ]
  • The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
  • Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14
  • Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height

[ MATCHMAKING ]
  • Parties of four are now able to queue for Premier mode
  • Added vote-kick immunity for solo players who get matched on the same team with a party of four players
  • Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode

[ AUDIO ]
  • Reduced the maximum audible distance of grenade bounce sounds
  • Improved occlusion filter quality
  • Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage
  • Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds
  • Changed jump land sounds to have the same maximum audible distance as footstep sounds
  • Changed volume falloff curve of jump landing sounds to better convey distance
  • Improved molotov extinguish effects to sound better when multiple are playing at once
  • Brought back spark sound feedback when bomb defuse is cut short due to player spinning
  • Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker
  • Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds

[ MAPS ]

Mirage
  • Fixed clipping on bench in palace
  • Lowered the height of box on A site to match CS:GO

[ EFFECTS ]
  • Improved performance of blood effects at close range
  • Improved bomb light visibility from back of bomb
  • Reduced muzzle flash during quickswitch from scoped rifles
  • Reduced the strength of the kill streak HUD effect after five kills

[ CSTV ]
  • Added setting "tv_record_immediate" to control when CSTV demo file will start recording content. If the setting is enabled then content will start at the moment when tv_record is executed on the server. If the setting is disabled then content will start recording from tv_delay earlier
  • CSTV demos can now be recorded without delayed CSTV spectating enabled. Requires setting "tv_record_immediate 1" and executing "tv_record" at the moment when recording should start

[ MISC ]
  • Adjusted wear values of some stickers to better match CS:GO
  • Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances
  • Improved quality of 'Performance' HDR rendering mode
  • Enabling the upload of workshop maps for Wingman mode

Volvo working pretty hard.
 
At least they are addressing one of my biggest gripes I have with the game which is tracers. All the gameplay "fixes" are appreciated.

The implementation of the first fix is beneficial for TTK. I slip off when spraying if I engage more than one target as a result of the visual and sound queues being out of order. I have had clear AK dinks in which the sound registered, but it wasn't an actual hit.

The second fix is long overdue. They speak of synchronization, but then talk of it being matched more closely. Not in sync. I remain in the view that clients are updated differently because of quality issues. I strongly dislike Follow Recoil as it promotes laziness and hinders shooting skills. The spread is unpredictable, and spray patterns require practice. Recoil Follow is an ineffective aim tutor for tracking. Why has Valve made tracers mandatory? I really want to know. That broke me, destroyed my tracking and confidence in aim at head placement. Instinctively I follow the tracers, and it does not always hit on target. Ugh. I really hope that it is in sync, or at least more accurate, now.

The third one is funny because it was one of the arguments for de-subtick. This was definitely notable, in particular when you are used to jumping on top of things. An inconsistency that cannot be attributed to user error, alone. Speaking of de-subtick, well, it is still possible even after it has been patched out by Valve. I still don't use it because it could possibly be a bannable offense by means of circumventing Valve's hard-coded subtick.

All good additions, but are they fixes? Every time Valve fixes something, they either break it more or break something else.

What Valve needs to fix is player collision. They have tweaked this, but when colliding with another player it doesn't gel together.

Premier mode with four players is great. This should have been the standard from the start. The CS community is a toxic affair, just the way it is.

All I am asking is Valve to fix the inconsistent public hosting instances. You can't have one game with a good connection and the next erratic. I'm still confused and not sure if the problem is on my end, with my ISP, or on their end, or maybe it is a combination of all of these. Eh.

Lastly, bring back the demos. There is no Overwatch, no real reporting, no training, and Trust Factor is a fable.

Anyhow, see you gents tonight.
 
Oh I think I saw that one,looking to get a new one myself.
Anything over 144hz. With G-sync/Freesync and you should be fine.

1440p is the sweet spot but if your system can't handle that then 1080p is perfectly fine for something like CS2.

27" if you going 1440p
24" if you going 1080p
 
I noticed a number of pros use the AUG as their preferred rifle of choice. Not that it is anything new, but I tried it out for myself tonight. Lol. The AUG is OP, it does a lot of damage with minimal skill and effort. If you can't get headshots this weapon have a strong TTK. For me it is just a lag compensator, and it works great.
 

I am 100% behind the audio queues. Getting enough sleep makes you naturally optimal at many things like aiming. Your arm position and grip, in my opinion, have the biggest impact on aim. Get your seating position right, and make it a habit.

Since CS2, I can't get a handle on the sound positioning. It isn't accurate. Though it is improved over CSGO, CSGO did HRTF better. CS2 on the other hand has way more depth to audio than CSGO.
 
This is messed-up.


Lol, banning people by mistake in a game where people think everybody is cheating is like the worst mistake you can make.
I am curious what triggered it. There is no change in their most recent change log that points to anything like this. Could be that VACnet didn't like something about the grenade throw parameters.

I played a quick casual last night, and I think I saw at least two played VACated mid game.

There are people who say it is caused by Nvidia drivers, but they are trolling.
 
Screenshot 2023-12-06 142427.png

According to Convars, and note that not all players and matches are tracked. 7291 players received a game ban and only 7 received a VAC ban on that day. 4369 game bans have been removed.
 
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