Hi Fraser, how does R3 steady ping work? Calculate the tickrate of CS2 by counting how many packets it receives per second, and then periodically send packets based on its tickrate to buffer jitter?
I just captured some packets from CS2, and found that CS2 may have more than 64 packets per second (even though the server is actually 64 ticks per second). I guess that's why tickrate displayed on web is 72 ticks, making steady ping to send CS2 packets at the wrong period, and finally causing a unexpected jitter?