CS2's current implementation of bunny hopping (since 2026-01-21 update) has to be one of the wackiest things I have ever seen for a bhop mechanic, with lots of spaghetti madness.
I wrote a detailed report about it here: https://t.co/9J6jaFvu7U
new cs2 update gives you significantly less height from hopping off elevations compared to before
old: ~55u
new: ~43u
this makes jumps like the mirage van to apps no longer hoppable
OMG GUYS CS2 FIXED NOW FEELS LIKE CSGO OMG!! I CAN TELL THE DIFFERENCE FOR SURE!!! LOOK ITS INSANE OMG!! CRAZY UPDATE! MODELS FIXED!!!!🤤🤤🤤
And it's LITERALLY the SAME it was yesterday.
Y'all gas lighting each other like crazy
@iamcs2kitchen@CounterStrike@iamcs2kitchen@eugenio8a8 Here is a python script that after pressing F8 tps you and does the player peek, where no mouse movement = no block, moving the mouse = blocking. Setpos coords in the script + assumes that ~ opens console and ctrl is crouch: https://t.co/4GepSeg2NE
here is the same test done at high fps vs low fps
this is another example of how sv_subtick_movement_view_angles 1 adds inconsistency to movement inputs
Some performance improvements can be made by working on the decal timing or giving players the option to remove decals using a bind like before. Here you can see my min value drops are very light when people shoot in air vs wall (resulting in decals) @CounterStrike
Legal network and GPU load optimization
My dear and beloved @CounterStrike❤️
Sadly, in the CS2 there is almost no occlusion culling. This often causes players to have low FPS, network issues, and makes wallhack cheats work at full power
The video shows server-side culling only
@ThourCS2 Tbh it’s tough to agree. A massive problem is still the FPS. For me the game is ass on anything else but a 9800X3D and not every tournament has that. Many issues still but this is a big one.
Since I haven't seen anyone provide a comparison, here's a before and after showing the new M9 Bayonet deploy +quick inspect animation that was added on yesterday's update.
the core issues remain unfixed
inputs still are heavily framerate based
anything above 128fps is gambling if your input will be ignored by the game or not
64fps is still 100% perf rate autohop slop
PLEASE VALVE ITS BEEN 2 WEEKS I WANT TO PLAY THE GAME AGAIN
Valve has attempted to remove clipping from the AK animation when inspecting right after pullout, but in the process they've made the right hand movement very jittery
The funny part is that the old animation (before animgraph2) has very obvious clipping, yet no one never noticed
"fps_max can no longer be changed while connected to a server."
LOOOL they really done thought about it for over a week just to come up with that 😭😭 come on mannn