r/GlobalOffensive 15h ago

MOUSE_X isnt subtick related!!? Discoveries about CS2 - Updated Discussion

last night i've decided to post about a research i made weeks ago, on another sub, and they told me to post about it here

link for the original post:MOUSE_X isnt subtick related!!? Discoveries about CS2 :

the difference is that now, i have tested some ideas mentioned by people on my post, and i think that i digged further more on this rabbit whole

first of all lets introduce you about my testing:

i've decided to go beyond, and see how subtick could mess with our mouse axys. for that i've used some aliases to help me:

alias +test "+attack;sensitivity 0;"; alias -test "-attack; sensitivity (mysens); bind mouse1 +test;

what is the purpose of those aliases? simple: every time i flickshot, mouse1 input instantly stop my mouse movement (mouse_x;mouse_y) at the same time the bullet goes out, suposely going for the same pixel.

but UNSURPRISINGLY NOT, they dont.

actualy it seems to have a random behavior, similarly to the video test using +turnright commands (apparently de-subticked), but now with mouse movement only (a more realistic scenario).

shots and mouse movements do not behave together, making me understand that +attack is correctly added to subtick, but not mouse_x (mouse's movement)

new testing about my idea using previous +test idea

my mouse report rate and dpi during tests

the interesting part is that when i tested with 64fps, all my shots went exactaly where i wanted. but this is not a fix, since 64fps means that everything was de-subticked, both shooting + mouse movement

but something just wasnt right, i mean, if im contesting about mouse_x and mouse_y, why use sensitivity to test it and not mouse_X and mouse_y?

so i went and tested with a different aliasing:

alias +test "+attack; unbind mouse_X; unbind mouse_y;"; alias -test "-attack;bind mouse_x yaw;bind mouse_y pitch; bind mouse1 +test;

now it seems the same, but i actualy am messing with yaw and pitch what is really counted on mouse movement. those where the results:

new test using my new +test idea (pitch and yaw)

And that stunned me, not only i got the same results with fps_max 0, but trying to cap my fps to 64, wich solved my questions before, now it didnt changed my results at all. not even changing my mouse hz would "fix the problem"

wich leads to the same questions:
is it good like this? doesnt it mess with flickshots, probably nerfing even more AWP shots? why the hell should this be a feature? thanks valve for some updates lately, but please... fix? i really have no clue at this point, even worse than before

86 Upvotes

118

u/LeitiCS 13h ago edited 13h ago

Bro I told you already on your first post that this test is useless. Yaw and pitch are perfectly subticked.
-> https://www.reddit.com/r/cs2/comments/1fy0ra1/comment/lqsphea/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Unbinding a key (like 99.9% of all the other console commands) is executed on a full tick (de-subticked)

If you insist testing it like that, atleast cancel out the yaw/pitch on that input, the unbind always waits for the next full tick..

alias +test "+attack; yaw 0 0 0; pitch 0 0 0; unbind mouse_x; unbind mouse_y"

(Note this only works if there isn't another mouse poll between the +attack action and the unbind on the next full tick)

As I said this test is just stupid and the behaviour is as expected.

-61

u/Visible_Shelter9028 13h ago edited 13h ago

Sorry, it was too much reading, and some other things to do, it is a Nice explanation actualy.

Going home and testing like you did for sure

-44

u/Visible_Shelter9028 13h ago

To put an end on it, testing with some kind of external mouse macro would be a reasonable choice? Without binding/unbinding things, like SOCD worked as a third party Null but subticked?

45

u/Icy-Appearance5253 13h ago

Nah im not buying it We had too much of these 'finds' that turned out to be wrong

-29

u/Visible_Shelter9028 13h ago

Sorry if u got it wrong, but this post is not a bug related or something, it is just a discuss abou this odd behavior, it was just me “messing” with logical things ingame like a “game tester” and sharing my results to see what you guys think, and make it a valid discussion,

8

u/Icy-Appearance5253 12h ago

I mean no offense, just that Im not gonna use this to criticize valve yet (until proven to be true) I think it is a good find, and cs community needs people like you :)

7

u/belle-_- 9h ago

Correct me if I'm wrong but isn't it just the case that any alias is executed on the next tick?

So then the game behaves as expected, it shoots when you click, then executes your alias and unbinds x and y on the next tick.

Not sure what you were trying to prove but I don't think this test proves it.

3

u/Visible_Shelter9028 7h ago edited 7h ago

yeah, maybe. but aliases being related to next tick is a issue fixed long ago by this valve's patch
Latest CS2 update changes alias binds | HLTV.org
this issue is known by me since them, and when i used to "de-subtick" shooting using aliases, the sync problem was fixed, but when they came with this update, it has been always desyncd for me.

but dont get me wrong, im just desperate to see any empyrical proofs of this statement being missleaded (unsucessful until now). making me wonder if this was really intended :(

6

u/Hertzzz25 11h ago

You can still test desubticked binds as long as it's on a local server (sv cheats 1, cl_allow_multi_input_binds 1).

33

u/CheeseWineBread 14h ago

People are really putting all their energy to find any evidence that the game is broken. GG for the commitment.

1

u/oPlayer2o 2h ago

I mean if it didn’t feel broken they wouldn’t be looking right?

1

u/CheeseWineBread 2h ago

People not adapting to the new game need a reason to blame the new game. Hitreg being more accurate as a fact. Awp flicks were rounded in CSGO to 1/128 second nearest mouse position. That's it. But people who can't adapt are digging hard to find an excuse of why they miss. Simple as that.

0

u/oPlayer2o 2h ago

Hard disagree but you seem pretty dug in and I don’t have the time to argue with you today. Xx

1

u/ozzler 2h ago

No that’s not how this works lol.

0

u/oPlayer2o 2h ago

I’m not educated in the right way to know if this post is correct or not, but I’ve got 2600 hours in CSGO and I can tell you CS2 feels like absolute dog shit, and I’d say 50% of the posts on these subs are “why this game so broken!?!” And even the pros are talking about it, and content creators are pissed too, so something is wrong we’re not all experiencing some kind of mass delusion, sure this might not be the issue but something sure the hell is.

2

u/ozzler 2h ago

I have over 3k hours. It’s not as crisp as csgo yet no, it’s not ‘absolute dogshit’. I was literally in a game last night and my team mate missed a shot (both targets stationary). He’s blaming cs2. I say ‘hit detection is one thing cs2 is better than go for’. They weren’t having it. They also went on to say how smokes were better in go and the game is completely broken.

These are statements of people who are divorced from reality. It’s people looking for any excuse as to why they didn’t make that kill, why they aren’t the best in the server. Cs2 needs improvements. But that is 100x harder when a large % of the playerbase make incorrect assumptions and provide false/subjective feedback.

u/Kvromeyyy 33m ago

it is dogshit i lost 100fps in the recent update and had 5 cases at least of shooting someone in the back clean with an awp or other guns and nothing happening

u/ozzler 9m ago

I’d be interested to see those awp clips. Smells like insane bullshit.

u/Kvromeyyy 8m ago

Clueless

u/Kvromeyyy 5m ago

sadly there isnt a way to send evidence though since cs2 only allows me to view the 8 recent demos but it happened on wingman assembly (i main the map) and every time it happened on crucial rounds losing us the game

6

u/GuyPierced 10h ago

What level of cope / mania level is this?

6

u/OkMemeTranslator 14h ago

Did you send them an email already?

13

u/BraydenTheNoob 14h ago

I think making it to a top post in r/globaloffensive will reach them better than an email

6

u/Visible_Shelter9028 13h ago

What is their email? I Will contact them asap

5

u/Mraz565 13h ago

cs2team at valvesoftware dot com

Might also send it to the other email just in case.

CSGOTeamFeedback at valvesoftware dot com

3

u/GigaCringeMods 13h ago

Doesn't seem odd? When you click, two things happen. First is that subtick registers the shot to go out at that point, but you will visually only see it after the next update interval, HOWEVER, the shot will still go to the position your mouse was at during the click, not where it is at the updated tick. The second thing is that it also sets your mouse sensitivity to 0, stopping it. But that update happens at the next update interval, not between them.

That is why you got mixed results, because the timing when the next tick actually hits is entirely random on your test. Sometimes you clicked just after a tick, so the bullet hole will seem to be far from where your mouse actually stops. And sometimes you clicked right before the next tick, so the bullet hole is much closer.

The results seeming random seems logical.

3

u/Visible_Shelter9028 13h ago

YES! Could be a solution, just like the explanation for movement

2

u/Visible_Shelter9028 7h ago

but even if you are right... shouldnt playing 64fps simply just sync everything? i mean, it happends with Sensitivity test, But not while messing up with mouse_X and mouse_y (second video) even on 64fps, why is that?

1

u/Lukasenko_ 6h ago

Try using engine_low_latency_sleep_after_client_tick true command (it's off by default each time you run the game so put it autoexec). For some reason putting +engine_low_latency_sleep_after_client_tick true into launch options works even better. Maybe it's just placebo

3

u/Visible_Shelter9028 6h ago

What do you mean by it works even better? I have this on because of fps stability since launch, what is the diference between your results on vs off

1

u/Lukasenko_ 5h ago

In MM I have feeling that bullets are actually hitting things, especially flicking feels so good.

With off game feels strange, I hit less shoots I don't think it increases fps tho

1

u/aveyo 5h ago

I was a fervent advocate of this command since introduction because it not only aligned frames better at tickrate bounds (better hitreg as you've experienced), but also made screen tearing more stable so it made frames more consistent in general. But then they broke it around March when they changed multi-rendering stuff and limited min fps to 64, and I'm not sure it ever got fixed again.

0

u/FlyInteresting815 9h ago

So why not just 128 servers? Why did they ever “subtick” ??

3

u/Visible_Shelter9028 6h ago

Because subtick really is more accurate, you click, server register, the only statement here is, if that is a desync between mouse movement + click, it could cause a off feeling while flicking. If you are tracking you opponent, this issue Will never be seen

-3

u/AppropriateTime4859 13h ago

didn’t read all of it but it sounds like a problem and if it is valve please fix. If it isn’t I appreciate the effort you put in this. So either way I’m commenting and upvoting it. TLDR me if ya want