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Request discharging doubletap breaks lc?

legacyxdhvh

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hi its kind of a dumb question but anyway so its clear that after achieving origin squared difference thats bigger than 4096 makes the whole lag-comp window drop out.
anything recorded above the sv_maxunlag threshold is effectively is cut off but this wont break lc, just that record is tossed out basically (so dont ping spike above 200 lol its useless).
defensive lag shifts the simtime forward resulting backtrackentity to skip those ticks due to it being greater than flTargetTime.

so looking at this, in conclusion people who claim to break lc solely based on velocity on ground with scout (unmatched ppl) are completelty wrong? am i missing something? did the lagcomp get updated? correct me if im wrong on anything but that simply is not possible. please let me know!
 
yeah, sorta. the games lagcomp system invalidates bt records if the positional delta between current and stored origins is above 4096, which is a 64 unit difference. This is to abuse. im assuming this just seems like some sort of a sanity check. it wont actually break lc completely but rather that individual record is discarded from the interpolation buffer
 
yeah, sorta. the games lagcomp system invalidates bt records if the positional delta between current and stored origins is above 4096, which is a 64 unit difference. This is to abuse. im assuming this just seems like some sort of a sanity check. it wont actually break lc completely but rather that individual record is discarded from the interpolation buffer
so like if there hasnt been a 64 unit difference does this mean that no records are discarded from the interpolation buffer?
 
so like if there hasnt been a 64 unit difference does this mean that no records are discarded from the interpolation buffer?
yeah if there hasn't been a 64 unit difference between a stored backtrack record and the player's current origin then no records are discarded for that reason

buffer will keep all valid records, unless:
  • position delta exceeds 64 units (4096.0f squared) → record skipped
  • record is older than sv_maxunlag → record skipped
  • simulation time is ahead of the shot time → record skipped
  • record is invalid for other sanity reasons (e.g., dormant, dead, etc)
if none of those apply all records stay valid in buffer
 
yeah if there hasn't been a 64 unit difference between a stored backtrack record and the player's current origin then no records are discarded for that reason

buffer will keep all valid records, unless:
  • position delta exceeds 64 units (4096.0f squared) → record skipped
  • record is older than sv_maxunlag → record skipped
  • simulation time is ahead of the shot time → record skipped
  • record is invalid for other sanity reasons (e.g., dormant, dead, etc)
if none of those apply all records stay valid in buffer
nerd
 
yeah if there hasn't been a 64 unit difference between a stored backtrack record and the player's current origin then no records are discarded for that reason

buffer will keep all valid records, unless:
  • position delta exceeds 64 units (4096.0f squared) → record skipped
  • record is older than sv_maxunlag → record skipped
  • simulation time is ahead of the shot time → record skipped
  • record is invalid for other sanity reasons (e.g., dormant, dead, etc)
if none of those apply all records stay valid in buffer
right but it def looks like discharging does something. people seem to miss it a lot even when it doesnt exceed the threshold. are we not accounting something?
 

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