Richard Lau Posted October 26 Posted October 26 Hi. Steady ping doesn’t seem to be working with CS2. What should I do to fix it? thx
Administrators Netduma Fraser Posted October 26 Administrators Posted October 26 Is the ping staying the same in game or is it fluctuating? It says there is 18ms jitter but the bottom graph doesn't look like there is that much. Are you playing ranked, public, faceit etc?
Richard Lau Posted October 26 Author Posted October 26 I'm very sorry that I uploaded a wrong picture. The one below is exactly which I wanted to upload. It stays the same ping in game. But there is still jitter.
Administrators Netduma Fraser Posted October 26 Administrators Posted October 26 If the ping is staying exactly the same then by the very definition of jitter there isn't any. Jitter is the fluctuation in ping, e.g. if your ping ranged from 45 - 55ms constantly you would have 10ms jitter. It is possible it is reading the extra ping that Steady Ping is adding as the jitter value
Richard Lau Posted October 28 Author Posted October 28 Though the ping displayed in game is stable and is the same with the ping on web, I still encounter lag in game. Meanwhile, the tickrate of the CS2 server displayed on web may become 72 ticks, but it should be 64. Btw, steady ping doesn’t seem to be working for PUBG. I added my PC and PUBG to gaming devices, then I played PUBG. But steady ping just keeped displaying "inactive" on the web.
Richard Lau Posted October 28 Author Posted October 28 8 hours ago, Richard Lau said: Though the ping displayed in game is stable and is the same with the ping on web, I still encounter lag in game. Meanwhile, the tickrate of the CS2 server displayed on web may become 72 ticks, but it should be 64. Btw, steady ping doesn’t seem to be working for PUBG. I added my PC and PUBG to gaming devices, then I played PUBG. But steady ping just keeped displaying "inactive" on the web. 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?
Administrators Netduma Fraser Posted October 28 Administrators Posted October 28 The lag could be due to the higher ping that you have, are you able to connect to any closer servers to reduce your ping? Steady Ping won't work for every game unfortunately, especially if it's not able to calculate the ping as it won't know how much buffer to add. I don't believe it takes account of tickrate at all, it just calculates what your ping is to the server and then adds a buffer of about 8-10ms on top. As normally jitter doesn't usually go any higher than this by keeping your ping at a set value it absorbs any of the jitter you would get so the result is a smoother feeling in game. If your jitter is higher than this you can use the expert mode. Richard Lau 1
Richard Lau Posted October 30 Author Posted October 30 Thx, I'll try the expert mode. My jitter is about 4-12ms. The expert mode may help. The principle of steady ping sounds quite different from what I thought. How did you work out the ping to CS2 server? That sound quite amazing!
Administrators Netduma Fraser Posted October 30 Administrators Posted October 30 11 hours ago, Richard Lau said: Thx, I'll try the expert mode. My jitter is about 4-12ms. The expert mode may help. The principle of steady ping sounds quite different from what I thought. How did you work out the ping to CS2 server? That sound quite amazing! When you connect to the game server it just tries to do a standard ping to the server IP address, after a few moments where it determines that your ping is roughly this value it then applies the additional ping delay and becomes stabilized. It is very cool! It doesn't work 100% of the time unfortunately as a lot of game servers now reject pings so if we don't know the ping we can't apply a proper delay. Richard Lau 1
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