![]() ![]() ![]() Not all games, unfortunately, have good lag compensation engines. Adding intentional latency is like a shock-absorber for erratic latency and fixes problems. We love the superior lag compensation engines when 10 different players have 10 different Internet connections with their different problems. It keeps the game flowing smoothly rather than lag-jerkily. That’s why a lot of people like good lag compensation algorithms that behaves like an excellent Netflix buffer or YouTube buffer (except at the 20 millisecond league srather than the 5 second leagues). Just right lag buffer = consistent latency = less hitreg problem. Too much lag buffer = too much latency = awful Too little lag buffer = erratic latency = hitreg problems (A tiny one - like 10 or 20 milliseconds). Most people don’t understand what good latency compensation is for.Ī very good “LagComp” engine is always like a very good ultra-tiny Netflix buffer. This may not apply to CS:GO in general but there are thousands of different latency-compensation systems in different netcode in the last twenty years in thousands of networked games that has been released in my lifetime since the early 1990s (NetDOOM).
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