Ny netværksopdatering til CS2
Opdateringen blev frigivet klokken 21:00, hvilket forsinkede flere kampe i POWER Ligaen, men samtidig løste Valve flere problemer med visning af netværk i spillet, som havde påvirket spiloplevelsen.
I den seneste opdatering til Counter-Strike 2 har Valve arbejdet på at forbedre spiloplevelsen for spillere med netværksforbindelsesproblemer – herunder især problemer forårsaget af packet loss og jitter.
Ifølge Valve sigter opdateringen mod at præcisere, hvornår netværksproblemer negativt påvirker gameplay, og de har også forbedret de teknologiske værktøjer, som spillere kan bruge til at vurdere deres netværkskvalitet mere præcist.
Valve har nu justeret netværkssynkroniseringen og forbedret kompensationen, når spillere oplever lag. Denne opdatering gør spillet mere præcist i håndteringen af downstream jitter (uregelmæssige forsinkelser i datapakker), så spillet bedre kan opfange og kompensere for netværksproblemer under intense kampsituationer – for eksempel midt i en spray.
Dagens opdatering ændrer netværkskvalitetsvisningen til kun at måle netværkshændelser, der negativt påvirker gameplay, skriver Valve i slutningen af opdateringen.
Den 7. november opdaterede Valve spillet, hvor der var fokus på spray og lag samt en defuse-bug, hvor spillerne kunne defuse fra en ualmindelig højde.
Her er den fulde opdatering fra tirsdag den 12. november 2024.
NETWORK
Fixed a case mid-spray where lag compensation wasn't aware of the user's "Buffering to smooth over packet loss / jitter" setting.
Improved clock synchronization to better handle downstream jitter bursts.TELEMETRY HUD
Changed the method for measuring network quality to measure how much network is negatively impacting gameplay. It now measures how often a tick is missed due to network loss or jitter.
Added detailed network quality display option, which can be used to display the raw packet loss and jitter numbers.
For more details see this article.ABOUT THE NETWORK QUALITY READOUT
Prior to the Armory Update, the network quality readout in the telemetry HUD considered packets to be "bad" under two circumstances. 1.) If the packet was dropped. 2.) If the packet was delivered out-of-order and was not corrected at a relatively low layer in the network stack. This was not a useful metric for two reasons. First, it counted some misdelivery events as "bad" even though they did not negatively impact gameplay. This was especially a problem for packet reordering. Second, it was not counting as "bad" packets that arrived late due to network jitter and did negatively impact gameplay. After debugging many instances of gameplay hitches with players, we determined that jitter was causing problems for many players, who believed (quite reasonably) that their network was working perfectly, since there was no packet loss.In an attempt to let these players know that jitter might be the cause of the hitches, we changed the measurement method in the Armory Update on October 2, 2024. Now, we counted a message as "bad" if it was lost, if packets arrived out of order in a way that could not be corrected, or if the packets experienced jitter above a threshold. For players on a network connection with significant jitter, suddenly the network quality indicator became significantly worse. Many players assumed that this meant that something had changed to introduce packet loss.
Unfortunately, this method of measuring quality was also flawed. The Source 2 Engine automatically adds buffering to smooth over jitter. For many players, these automatic adjustments are enough, and the indicator was counting jittered packets as "bad" even when there was not negative impact on gameplay.
Today's update changes the network quality readout to only measure network events that are negatively impacting gameplay. See the FAQ for more details.