If CS was a game where the players would just pop up out of nowhere (and then stay static) that would be somewhat comparable but when you aim at player you take lots of things in consideration, and most importantly - aiming and hitting a player has very little to do with reaction times. To hit a player that walks into your crosshair can probably be done with few ms of precision, that's because we extrapolate the movements and we subconsciously even takes things like input lag into consideration.
Not saying that those 5 ms are important, if anything constant 25 ms is better than 20 ms with +5 ms spikes, but reaction times have very little to do with actually hitting the other player. But when you have server side hit detection the lag is really important.
>Not saying that those 5 ms are important, if anything constant 25 ms is better than 20 ms with +5 ms spikes, but reaction times have very little to do with actually hitting the other player. But when you have server side hit detection the lag is really important.
Lag correction is key here.
Competitive CS is at a very high framerate(often around 120Hz). So at a 20ms ping, the client is around 2.4 frames behind the server. At 25ms, it's almost exactly 3 frames behind. That means that, on average, the client is going to be rendering 20% less lag corrected frames with the lower ping, which is a pretty huge amount for player movement.
Comments
Completely unrelated.
If CS was a game where the players would just pop up out of nowhere (and then stay static) that would be somewhat comparable but when you aim at player you take lots of things in consideration, and most importantly - aiming and hitting a player has very little to do with reaction times. To hit a player that walks into your crosshair can probably be done with few ms of precision, that's because we extrapolate the movements and we subconsciously even takes things like input lag into consideration.
Not saying that those 5 ms are important, if anything constant 25 ms is better than 20 ms with +5 ms spikes, but reaction times have very little to do with actually hitting the other player. But when you have server side hit detection the lag is really important.
>Not saying that those 5 ms are important, if anything constant 25 ms is better than 20 ms with +5 ms spikes, but reaction times have very little to do with actually hitting the other player. But when you have server side hit detection the lag is really important.
Lag correction is key here.
Competitive CS is at a very high framerate(often around 120Hz). So at a 20ms ping, the client is around 2.4 frames behind the server. At 25ms, it's almost exactly 3 frames behind. That means that, on average, the client is going to be rendering 20% less lag corrected frames with the lower ping, which is a pretty huge amount for player movement.