SneakyTurtle

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So I have a problem on jailbreak.
Every time I try to knife someone I get the knife animation of hitting someone, blood particles and the sound.Yet 80% of the time its not registered by the server.My ping is usually around 160 ms.I didn't have this issue before,it started maybe 3 months ago when i was still actively playing.Is there anything I can do to minimize this effect or am I doomed?
 
I honestly have the same issue. Not only ghost knives happen to me, but if I'm per say making a long jump on the minigames server, I lag back to the platform, fall off and die. If anyone knows what's happening it would be great because it has only happened recently as turtle said. Thanks for bringing it up!
 
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This mostly has to do with ping. The more ping you have the more prone you are to this. Not much you can do about it.
 
This mostly has to do with ping. The more ping you have the more prone you are to this. Not much you can do about it.


This problem occurs to me and I average 200fps and 45ms. Most people I see have 60ms and dont get these big lag backs that I get.
 
ghost knives are not exclusive to jailbreak and can occur on essentially any gamemode. with the usual high lag of the server and your high ping it makes this phenomenon much more common.
 
ghost knives are not exclusive to jailbreak and can occur on essentially any gamemode. with the usual high lag of the server and your high ping it makes this phenomenon much more common.

Yeah but i dont get it on any other csgo servers.Even ego's ttt i almost never get it
 
recently ive seen the amount that i ghostknife on jb go up a lot more (sometimes i ghostknife 4-8 times before acutally hitting) comapred to any other server with the ~220ms ping i get. they never happened at this freq before, and if there's any reason this has started happening i'd like to know
 
I see quite a few people commenting who have relatively low ping.. I would suspect this is more a source engine issue. It can only process so many things at once and if the server is very busy, with a high number of "events" to process alongside regular gameplay and large player counts, it's probably more to do with the engine not being able to keep up and missing what you did.

Tech can weigh in more likely, but I don't think it's a connection issue and more to do with the Source engine itself. You can only load so many plugins, bits of the map that create actions, and player actions as well before this engine likely runs out of room to process it all at once.

Are people noticing this more when it's a high player count on maps that have a lot of features that could create processing for the server?
 
Are people noticing this more when it's a high player count on maps that have a lot of features that could create processing for the server?
When i join a full server its practically unplayable.Ghost knife,every knife.Plus all the player models are going at like 5 fps while i have 120-250 fps.
 
Has anyone else been tanking their FPS when SV activity (movement, stacking, etc.) have been happening recently as well? I know purducken has, but lately, JB has been destroying frames. I usually get ~100 FPS and it can dip around ~30 sometimes.
 
When i join a full server its practically unplayable.Ghost knife,every knife.Plus all the player models are going at like 5 fps while i have 120-250 fps.

That sounds like a game engine issue then. 54 players is a LOT to process as a whole with everything involved. Totally not a connection thing, purely just the engine.
 
I will confirm that these are issue with the Source engine.

It was built for 32 players without advanced collisions. Now we're running 50+ with far more collision logic than intended.

Stacking is enough to double, or even triple the latency on our internal memory report.
 
Lowing player count to 32 (not optimal) or enabling collisions (also not optimal).
 
Awesome. So essentially split the server or suffer the lag.

So which one of these is more optimal?
 
Awesome. So essentially split the server or suffer the lag.

So which one of these is more optimal?

Splitting the server is not a great solution either - we’ve gone through many times of having 2 jail servers and only one survives in the end it seems.

Tell Valve to make a better game engine.
 

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