Networking
Power trajectory
Up = buffed, down = nerfedPatch history
- ▲✨NewTelemetryjitter/misdelivery graphs—→Added
Added telemetry options to display network jitter and misdelivery graphs.
QoL
- ▲🔁ReworkPacket Handlingmisdelivery measurementStrict→Gameplay-impact based
Changed how packet misdelivery is measured to only count reordered packets if they actually impact gameplay.
System change
- ≈🎯Behaviorcl_interpadjustable→locked
cl_interp can no longer be changed directly to prevent rubber-banding caused by scripts; players must now use the 'Buffering to smooth over packet loss' setting.
- ≈📊Numericpeeker's advantage—→-16ms ms
Reduced peeker's advantage in the steady state by 16ms to make gameplay fairer.
Steady state reduction
- ≈✨Newpacket buffering—→Added
Added an option to buffer server updates and user commands to mitigate packet loss stuttering.
Smooths stuttering
- ▲🔁Reworkdelta framesSynchronous→Asynchronous
Asynchronous delta frame sending reduces server CPU load, which decreases the likelihood of dropped ticks.
Sending game delta frames is now asynchronous, reducing dedicated server main thread CPU usage.
- ▲🎯Behaviornetwork performance
Implemented multiple network optimizations to improve overall connectivity and stability.
- ≈🐛Bug fixPrivate Matchmakingplayer filteringmixed→separated
Fixed an issue where CS:GO and CS2 players were mixed together in private matchmaking pools.