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Counter-Strike: Global Offensive
Implement an option to change “maximum pre-rendered frames” to make it easier to reduce input lag
Ticket Status Category Type Severity Version Created
350 Open Player CVARs Defect Poor Experience 2012-09-03 22:35:44
Ticket Priority
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Written By z3n 850 Hits Last Updated 2013-10-02 01:11:22

Expected or Desired Behavior:
in the nvidia control panel settings there is a option to choose "maximum pre-rendered frames". the default settings is 0 witch is "let the application decide". It would be good to be able to change this setting in the game since it effect input lag and performance alot.

Preferably the CS GO config should have a convar to set it to 0-3 depending on your needs.

battelfield bad company have a setting called renderaheadlimit in their config that the user is free to change. a similar command for cs go would be great.

Steps to Reproduce the Problem:
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      • azzu
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    Edited the tags to meet the Bug Writing Guidelines.
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      • ch1ll
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      • fruit-junior262133
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    As stated before, this problem is not an actual “bug”, but rather a side effect of the new engine being used for lfd2 portal2 etc. It seems to me that it has to do with some sort of lighting, or ambient occlusion that always requires a pre-rendered frame and has been permanently baked into the game. The only way the problem becomes less obvious, is when the frame rate is so ridiculously high (300+)that one or however many pre-rendered frames becomes negligible.

    Now one might say that this sounds like a client side problem where it is the user’s pc performance that comes into play, and that might be right, but as mentioned before, previous titles had no such thing. In counter strike source and earlier source games, an fps even as low as 60 would have no input-lag. And to currently achieve a frame rate above 300 would require the use of some currently non existent hardware, because for example SLI,(doubling or tripling of used graphics cards)just causes there to be an extra frame buffer doubling or tripling the amount of pre-rendered frames making what ever frame-rate you achieve pointless again.

    I believe that for this problem to be fixed, there needs to be the ability to turn such thing off that is causing this “input lag.”
    whether it be a pre-rendered frame or ambient occlusion that is specific to these new source games’ engine.

    I don’t plan on waiting years for cs:go to become the new cs:s just so I can get plus 300 fps on whatever NVidia’s or amd’s future gpus will be.Might I also add I have a 1080p 120hz monitor (the Ben-Q xl4020t to be exact) I currently have a gtx 680 and quadcore i7

    I’m pretty sure the ones responsible for coding the new engine know exactly what I’m talking about. I Think it was a conscious decision of theirs, a sacrifice that had to be done to achieve the new and better look these games provide. Even outside the source engine most if not all of new games have pre-rendered frames. Ex: Crysis, Battlefield,and many more. But I think for counter strike to compete in major e-sports markets against the tyranny of mobas and rts games in the competitive space, we need to address this issue even if it means sacrificing the look of the game. It should at least be an in game option.

    I have replicated this issue in other older games simply by forcing on ambient occlusion in counter strike source.
    An option the coders could take could be the same option games such as planetside 2 or starcraft 2 have which enable you to decrease input lag at the cost of cpu performance resulting in a slightly lower frame rate, with the exceptional incentive of ridding us of this horrendous problem known as input lag, which several of my fellow gamers have failed to diagnose properly, by referring to them as mouse settings problems or the “console port effect” Which is usually the result of having always running code waiting for game-pad input. I know bad company 2 for the pc had this problem.
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      • fruit-junior262133
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    WOW!!!!! Just experienced something insane!!!! I thought to myself, the only setting I haven't changed is enable multiple cores. Sure enough I disabled it and there is much less input lag. At the cost of frame per second. Which is a huge let down considering that with less frames per second there is more input lag. anyways, regardless of the fact that there's less frames, there is still less input lag than with more frames and having multiple cores.

    It seems that my theory involving the buffering of frames in sli for graphics cards has directly applied itself to the amount of cores used in steam games.

    regardless, this isn't an issue in counter strike source, and enabling multiple cores in that game does not result in input lag, or does it? Maybe it's not noticeable enough considering i'm always getting 300 plus fps.

    I would really like your input and to test this out yourself.

    Is there a way for valve to reduce input lag while still enabling multiple cpu cores?
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      • aikanaro
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    Junior, if You don't understand about what the ticket generally is then better dont touch it at all. Your actions creates unnecessary commotion. If this ticket was about same problem like #180 then it would get status changed to "DUPLICATE" and severity to "DUPLICATE / INVALID".
    Also notice that Portal 2 has NEWER version of source engine than L4D2.
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      • fruit-junior262133
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    Feel free to go to page one and read full article. Please fix this issue.

    http://www.anandtech.com/show/2803/7?showAllComments=False&cPage=9

    This article offers an in depth look as to why GAME CODE ITSELF is the largest contributing factor to input lag.

    Me, along with various other people are suffering with this issue and it needs to be addressed.

    http://forums.steampowered.com/forums/showthread.php?t=2893939