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C++ is m_flPlaybackRate usable to resolve byaw in CS:GO 2023?

iliiakalamec

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heard that playbackrate is most accurate thing in resolving byaw, is it and how do i work with it? currently im using feetyaw eyeyaw diff method with clamping through m_fFlags and vecvelocity. I already tried to make resolver with pbr, but i give 0 goshs how should i use it and i think @potroshitel is bipolar
 
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heard that playbackrate is most accurate thing in resolving byaw, is it and how do i work with it? currently im using feetyaw eyeyaw diff method with clamping through m_fFlags and vecvelocity. I already tried to make resolver with pbr, but i give 0 goshs how should i use it and i think @potroshitel is bipolar
Yes and No, Playback rate is reliable for resolving BYaw because the engine ties m_flAnimationPlaybackRate to the relation between velocity direction and feet yaw, this means even if you see the fake yaw it will free which side the desync is actually happening on.

So what you wanna do is compute the expected playback rate for L/R yaws and compare them against the captured networked value, and from there which ever...
heard that playbackrate is most accurate thing in resolving byaw, is it and how do i work with it? currently im using feetyaw eyeyaw diff method with clamping through m_fFlags and vecvelocity. I already tried to make resolver with pbr, but i give 0 goshs how should i use it and i think @potroshitel is bipolar
xd
 
heard that playbackrate is most accurate thing in resolving byaw, is it and how do i work with it? currently im using feetyaw eyeyaw diff method with clamping through m_fFlags and vecvelocity. I already tried to make resolver with pbr, but i give 0 goshs how should i use it and i think @potroshitel is bipolar
Yes and No, Playback rate is reliable for resolving BYaw because the engine ties m_flAnimationPlaybackRate to the relation between velocity direction and feet yaw, this means even if you see the fake yaw it will free which side the desync is actually happening on.

So what you wanna do is compute the expected playback rate for L/R yaws and compare them against the captured networked value, and from there which ever sides prediction is the closest wins. This will only really work reliably when the player is moving id say faster than 30u +/- but yea you should use it alongside eye/feet yaw diff rather than it being your standalone main resolving method.

writing ts drunk ash btw so excuse bad writing thanks.
 
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