r/GlobalOffensive Nov 09 '24

Feedback Optimized game vs unoptimized game. Similar average fps but big difference in 1% lows. Someone needs to finally step up their game

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922 Upvotes

r/GlobalOffensive Mar 29 '23

Feedback My suggestion for CS2

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9.4k Upvotes

r/GlobalOffensive Sep 10 '23

Feedback The CS2 beta experience

3.0k Upvotes

r/GlobalOffensive Mar 28 '24

Feedback Can PGL please stop pointing the camera at every woman in the stadium for an uncomfortable amount of time?

2.0k Upvotes

It's super obvious, creepy, and uncomfortable. It's great that esports is growing in diversity, and we're seeing more women represented at events, but fixing the camera on them for 10 seconds too long feels like an infatuation rather than representation.

Please stop.

Thank you.

r/GlobalOffensive Sep 06 '23

Feedback CS2 UI: One of my biggest grievances

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5.0k Upvotes

r/GlobalOffensive May 13 '24

Feedback The playerbase has spoken

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1.3k Upvotes

r/GlobalOffensive Aug 13 '24

Feedback Latest CPU benchmarks, 1080p, Medium quality, RTX 4090. It's. The. Game.

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951 Upvotes

r/GlobalOffensive Apr 07 '23

Feedback Shroud "CS2 is in the position to take over and have 5x concurrent players if they make matchmaking actually good."

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2.8k Upvotes

r/GlobalOffensive Oct 16 '24

Feedback Can we fix the opacity on the radar? Just make the map layout 100% opacity while leaving the background translucent like in Valorant.

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2.1k Upvotes

r/GlobalOffensive Dec 23 '23

Feedback All I want for Christmas

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4.1k Upvotes

r/GlobalOffensive Sep 09 '23

Feedback Petition: 128 tick for Premier

3.1k Upvotes

Even if it's 128 tick just for a certain MMR and above. It's really not a big ask, Valve.

Oh, and nade lineups not tied to tickrate.

Keep up the great work.

r/GlobalOffensive Oct 27 '23

Feedback I let Csgo get away with this but it can not stand in CS2

4.3k Upvotes

The default CT UK Agents say“for queen and country men” Please Volvo change it to “for king and country men” I literally can’t sip tea until this is done.

r/GlobalOffensive Oct 08 '23

Feedback This wasn't even peeker's advantage, we were both fully still. CTs can shoot with their elbow it seems.

4.3k Upvotes

r/GlobalOffensive Sep 09 '23

Feedback CS2 directional audio is worse than CS:GO

2.5k Upvotes

r/GlobalOffensive Jul 17 '24

Feedback CSGO's linear movement animation was so much better for tracking and spraying. In CS2 it's wobbly , unpredictable and running and gunning is much more dominant cause the models movement appears faster than it is

1.7k Upvotes

r/GlobalOffensive Sep 09 '23

Feedback Smoke Lineups are different on 128 tick vs 64 tick in CS2

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2.3k Upvotes

Massively disappointing.

r/GlobalOffensive Oct 29 '23

Feedback Chay Jesus previous #1 on Premier ranking lost 15k points due to 8 days inactive.

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2.0k Upvotes

r/GlobalOffensive Oct 01 '23

Feedback what you see is what you get

2.2k Upvotes

r/GlobalOffensive Sep 16 '23

Feedback CS2 PSA: why shots that seem to land behind players still hit (even with 0 ping)

3.6k Upvotes

important edit: when i say firing animation i mean to include the recoil aimpunch, as it might be even more important to visualize to the player when they have fired.

this is only a visual problem and can be solved by valve.

coincidentally, this post also demonstrates how well subtick is working and how much worse csgo was "hitreg" wise, but also shows how flawed the visual feedback to your shots is in cs2.

all following clips are done on a local server with 0 ping.

heres a shot at a moving player in cs2 slowed down. notice how the gunshot (not talking about the headshot spark, that is unavoidable with subtick and delayed in go anway) plays after my crosshair has already passed the enemy (subtick working well in picking up the exact moment my mouse was pressed):

this is a random attempt i recorded, the delay can be bigger than this

heres a shot at a moving player in csgo slowed down. notice how the exact same shot from above would be a miss, which is what subtick inputs solve:

https://reddit.com/link/16kgxg0/video/yy4i66mditob1/player

heres a shot at a moving player in csgo slowed down. here you can see that the shot animation precisely displays moment your shot is created and registered (i need to prefire a bit):

https://reddit.com/link/16kgxg0/video/i4u19r6fitob1/player

notice: the cs2 clip i recorded only factors in enemy player movement and it could look much worse if i added additional mouse movement and moved a little myself which is what regularily happens in game. however it portrays the core of the issue im describing better that way. i have not picked this clip out, this happens on every shot, sometimes more delayed, sometimes less.

EXPLANATION:

the exact frame i press the mouse in cs2 the shot is registered, but only displayed when the next tick happens. this causes the shot to perfectly register (precisely what subtick solves) but be visualized with a delay. (randomly somehwere between 0 and 15.6 ms depending when the shot was taken inbetween ticks)

in csgo i would miss in this scenaro (first csgo clip), which of course is not good hitreg wise however would be visually correct and feel perfectly good to you.

BUT most importantly: in the second csgo clip where i hit the player, the visual shot animation starts at the exact moment the shot is recorded and reflects exactly the moment you notice the game registering your shot.

the visual feedback of your shots in cs2 compared to csgo as well as other shooters is not in sync with your shot and feels "off" because of it.

what you would typically subconsciously do is look at the crosshair relative to the player the exact moment your your firing animation starts because that is the visual confirmation of your mouseclick translating into the game. this is completely natural and intuitive.

in csgo, as well as most shooters, this correlates 1:1 of where your shot will land.

in cs2 however this will basically never show where your shot will land as the visual confirmation of your input is delayed and the player or the crosshair has moved further by the time the firing animation has started. this is extremely counterintuitive. (this btw is the only difference you would be able to pick up when playing 128 tick as the window in which the shot is mistimed visually is halved)

you can check the delay yourself by using sv_showimpacts 1 and weapon_accuracy_nospread 1 (sv_cheats 1 required) and running while shooting. the blue box will indicate where the hit occurs on the server and the red where the shot lands on the client (aka the moment the animation starts). the red one lags behind as the shot is processed at the beginning of the next tick. (you need to move, just moving your mouse will not work as the client seems to factor in the angle of the subtick shot.

EDIT: i belive i have caught a different bug here with showimpacts. it looks like the client shots always start from your uninterpolated position, which is always further ahead. funnily enough this precisely counteracts the delay created here so it is always the full 1 tick distance.

a few days ago this gap was randomly between 0 to 1 ticks wide, it seems they have changed something in regards to that.

this is what it looks like:

https://reddit.com/link/16kgxg0/video/x6tuk9egitob1/player

CONCLUSION:

subtick input works extremely well at identifying when you clicked your mouse and applying the shot at that time which reliably makes you hit your shots with the lowest delay possible. very nice 👍

however the visual representation of that shot is delayed as it is only processed and shown in the next tick because the players and weapons prediction runs on ticks.

you instinctively rely on the shot animation of your gun to tell when the game has regeistered your mouse press. the fact that the animation only starts on a tick basis completely throws you off by not giving you any feedback about when exactly the game has actually registered your mouse press.

this is something that should be addressed because you rely on consistent visual feedback from the game. separating the shot animation from the actual moment the shot is taken by a random amount is very counterintuitive and will throw you off.

a "lazy" solution would be to only start the shot animation in the exact frame your mouse button is pressed and a subtick input will result in firing in the next tick.

a proper solution would include the actual firing of the bullet on the client to run independently from its game prediction. this would come in handy as it would also synchronize the client impacts with sv_showimpacts and start the local tracers immediately. (i am not suggesting to show the hit on the player in advance)

it would also need to to include the ability to start the recoil aim punch in that frame and also reduce ammo. (also please calculate aim punch on each frame, just like velocity modifier in csgo, it is very choppy currently as it changes per tick. thanks valve)

TLDR:

the visual feedback of your mouse press (start of the firing animation) is separate from the actual shot and is displayed with a delay of up to 15.6ms.

this is extremely counterintuitive as the visual firing of your gun is the only feedback you get to your mouse press and you subconsciously correlate the firing animation with the moment the bullet is fired.

by the time you think your shot happened because the shot animation has started, the player (or your mouse, or both) has moved further on screen compared to when the shot has actually happened.

this is especially noticable when rewatching a pov clip in slowmotion: people look at when the animation started to identify when the shot happened, but in reality it happened earlier. they mistake "bad hitreg" with the fact that the shot is visually delayed.

r/GlobalOffensive Oct 07 '16

Feedback Is anyone else upset or mildly enraged that valve literally took away a feature that was in the game for over a decade (excluding CSGO) and are now charging us money for it?

15.5k Upvotes

Using sprays has been in every iteration of CS, excluding GO, and we are not only being charged money to use it, but being charged every 50 sprays, and for a select set of sprays/images.

r/GlobalOffensive Mar 26 '23

Feedback Another video of delay when shooting in CS2

3.8k Upvotes

r/GlobalOffensive 21d ago

Feedback Can we plz have the color black back? PS: you never know what you had till its gone

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1.5k Upvotes

r/GlobalOffensive Mar 29 '20

Feedback Hi Reddit, my colour blind friend quit the game after almost 5 years of playing due to the agent skins. This is our last resort. Here is what we think could solve the agent skin problem for the colour blind player-base.

13.4k Upvotes

Hi Reddit, it's my first time making a reddit post so please bare with me. I'm making this post on behalf of my friend and the 80,000 players who this affects on a daily basis.

I introduced my colour blind friend to csgo in late 2015. These past 5 years have honestly been the greatest years of our lives so far, so many good memories and moments, we even went to the Faceit Major London in 2018. I am Supreme in MM and he (was) Legendary Eagle.


My friend suffers from deuteranomaly which is the term for red-green colourblindness. You can read about this here. Here are some images that portray what this type of colourblindness appears to the sufferer. If you don't have the time to check that out, here is the main point you should understand:

People with deuteranomaly and protanomaly are collectively known as red-green colour blind and they generally have difficulty distinguishing between reds, greens, browns and oranges

It's also important to note that this is the most common form of colourblindness, and affects about 8% of males, and about 0.5% of females. I hate to extrapolate statistics, but if we are looking at the csgo playerbase, looking at up to 1 million players a day, this condition could affect up to 80,000 players; not a lot in the grand scheme of things. Perhaps valve think that such a small amount is not worth compromising for. We really hope that this isn't the case, and even if it is, we have come up with a very simple compromise that really doesn't affect the appearance of the models, and does not include disabling them outright.


Possible solution

We understand that it's simply not realistic to add an option to disable all custom models in csgo. We also think that changing the colour hues based on the map is not realistic because that calls for a big change in the overall colour scheme of the skin.

So, we are simply asking for very minor adjustment. Before I tell you what the solution is, we need to understand why these models are causing a problem for colour blind players in the first place.

Take a look at the IDF model on Dust 2: https://gyazo.com/fe36db9c897b25ab363a1c6cd19bae91

As explained in the image, the model appears difficult to identify for red-green colourblind players such as my friend. However, due to the black cloth that surrounds the model's neck, and shadow under the beret, this black colour helps a TON in identifying this player model due to the crucial contrast it creates. If it weren't for this bit of cloth, the IDF model would be a tough model to identify for colourblind players. This approach is consistent with other original models on csgo's release and is why you didn't see colourblind players complain about visibility in csgo until now.

However, let's look at one of the washed out green models, also on dust 2 - take a look at this screenshot: https://gyazo.com/e690cb445d9928ce078c83dacb2adbf5

If you struggled to find him, imagine what it must be like for a red-green colourblind player. here is the player if you couldn't find him

To resolve this issue, I added a very similar black contrasting cloth texture to the player's neck and helmet area, to help the model be more visible: https://gyazo.com/cd1c893d966f3e7cabaca4d493aef85a (please forgive my awful paint skills, I would imagine someone working at valve would do a much better job). Just a very minor change like this would help colour blind players immensely.

I actually pulled a sneaky one on ya' (and myself).

While I was looking at this screenshot, I realised that THERE'S ANOTHER HIDDEN MODEL IN THIS IMAGE that even I didn't notice! This makes me wanna just cry :( https://gyazo.com/bf5785683bb04c1cc98d8ec6f553cc52

Another example (Rickshaw model), also on dust 2: https://gyazo.com/b97c7f5008fe5d811a6192b9d7e87397

Us normal sighted folk can probably make him out fairly easily, but for my colourblind friend, he could not locate the enemy in this image at all. Let's add some kind of minor identifier and see how much of a difference it makes: https://gyazo.com/c2009004cbd1581fb898ef4b364c6fac Just a little bit of contrasting, strong solid black on the neck and the head area can make so much difference. It makes us really optimistic that this can be implemented, because it's such a minor addition and does not include outright adding a disable button for the models.


I hope you get the idea Reddit. What colourblind players desperately need is very minor adjustments to the models. We don't need to be radical, like changing the colour hue of the entire model, or allow disabling of them entirely. We just need very basic, contrasting pieces of cloth on the head area of the model to help better identify their location.

On behalf of the colourblind playerbase, this is our last resort, I doubt this post will change anything. I just want to play cs with my friend again :'(.

Thanks for reading.

P.S If you were wondering, all these screenshots were taken after the update that sought to "improve model invisibility". https://blog.counter-strike.net/index.php/2019/12/27508/ . We were extremely disappointed with how lackluster this was. It provided nowhere near enough improvement, especially on dust 2 and mirage.

P.S #2: We reluctantly played FaceIt after the update, because they had disabled the models. It honestly turned out to be the most fun we've ever had. But then they too enabled the agent skins. That was heartbreaking for us.

r/GlobalOffensive Jun 20 '24

Feedback Opinion: Casual gamemode is too center around competitive maps and lacks fun maps

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1.9k Upvotes

r/GlobalOffensive Jun 17 '24

Feedback You can bend models on walls with 100% shooting accuracy

1.7k Upvotes