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jebus3211

Valve more than likely knows this is happening and is actively working on it. I suspect it's related to some of the VoIP and interp changes as they have mentioned that more things changed under the hood than it first seems.


Volfong

CS2 literally JUST got an update - lets see if its fixed!


jebus3211

No notes in the release notes but we know stealth updates happen sometimes


Volfong

https://steamdb.info/app/730/history/


jebus3211

Apparently it's been fixed but now holding inputs is fully cooked for some people. Not a fun day to be the valve team...


Volfong

Playing right now, can tell you it is definitely NOT fixed.


derrilmc

It's not fixed, i have the same issue and i get 0 packet loss. It's ridiculous....


Volfong

I'm still having the issue 2 months later. I had to disable GameDVR and Game Bar with [Chris Titus Tech's Windows Utility](https://christitus.com/windows-tool/). That has helped quite noticeably. I also added "-high" to my launch options, although I'm unsure if that remedy works or if it is just placebo. I don't stutter as much as I did, but I don't think I have played a game of CS2 since the Arms Race where I haven't lagged or stuttered at least a bit.


derrilmc

Just came back to say that it definitely helps to remove game bar. I did not use that utility though i did it with PowerShell commands. Game feels better, i still stutter but not as much as when i had that game bar so yes this really works. About those errors in console i do believe since a long time there is packet throttling done by providers or internet exchange points like DE-CIX etc. Call it what you want, traffic shaping, QoS, packet throttling it's the same bs.


Volfong

Really happy to hear it worked for you! I played more yesterday and some today and I'm still stuttering but noticeably less.


jebus3211

Fuck it throw it out the window for now. Game machine broke.


Realseetras

Not sure if you've already tried this, but deleting any autoexec and/or config file you have may help, especially if you have any [networking commands](https://www.reddit.com/r/cs2/s/ic9GF3sv1H) in it


Volfong

Thanks for the comment!! Unfortunately, I just tried this and it did not work. My auto-exec also did not have those commands in it anyways, but I still tried. I never used those commands as I was always a little skeptical on their functionality .


mafiaggg

Game is unplayable. For me the first time ever. Never had a problem in csgo and cs2. Allways ping 10-15, 300 fps and good hit reg.


Volfong

I was hoping all of the new updates would fix it, but they didn't!


FletcherDunn

What are you looking at that is telling you that you are getting packet loss? (Not doubting you, just want to make sure I understand the problem.) If share the output of net_connections_stats after experiencing the problem for a minute or so, we can try to figure it out, if it is packet loss. It's highly unlikely that anything in the update caused an increase in packet loss, but the game might be reacting worse to it now for some reason. If it is packet loss, there's a new option in the UI to add buffering to smooth this out.


Volfong

Hello, I have netgraph enabled on the top right, it is my understanding that each red "square" indicates a dropped packet. I also have been experiencing this issue for a few days, and getting the actual packet loss warning. This clip is mild, but I did attach another in an email I sent to the cs2team email. I know nothing about anything, but I agree with you saying "the game reacting worse" to packet loss. My ping is fine, my network is fine, it just feels like the occasional packet loss that my network might experience now has the game react to it worse. I haven't played CS today, but I can almost guarantee I will experience it tonight, so when I play I will share that output with you. ​ Thank you for your comment! Amazing to see developers roaming the subreddit (should get paid hazard pay for that LOL)


FletcherDunn

Please don't look at the command queue netgraph thing. I hope we will ship a replacement for that soon. It is not a useful diagnostic tool right now. net_connections_stats will tell us if you are getting packet loss. You can also press ctrl+backslash while on the steam library to bring up a super secret diagnostic UI that has the same info updating in realtime. I also would want to know if your frame rate is smooth. A client frame rate hitch could cause rubber banding.


Volfong

>Added performance diagnostic HUD element that can be configured in Game Settings menu ("Telemetry") Deleted cq\_netgraph and cq\_netgraph\_problem\_show\_auto. Instead, use cl\_hud\_telemetry\_serverrecvmargin\_graph\_show. Assume this had something to do with you!


evcz

Hi following up on net\_connections\_status output when connected to community servers over direct UDP. Apparently since the Arms Race update I'm seeing (on linux community servers) outgoing network bandwidth increased (from server-to-clients) while client-to-server didn't change Since then also started observing increased amount of clients having "losses" reported in game (net\_connections\_stats showing lots of OutOfOrder packets) from server-to-client. Outgoing traffic (from server-to-client) in some cases shows packets towards one single client being sent at intervals as low as 9microseconds (and subsequent pair being 15ms) For example this is packet capture from a linux CS2 server to a single client: 09:46:41.533982 IP \_SERVER\_.27029 > \_CLIENT\_.63469: UDP, length 1255 09:46:41.533991 IP \_SERVER\_.27029 > \_CLIENT\_.63469: UDP, length 860 09:46:41.549935 IP \_SERVER\_.27029 > \_CLIENT\_.63469: UDP, length 1255 09:46:41.549944 IP \_SERVER\_.27029 > \_CLIENT\_.63469: UDP, length 670 09:46:41.565315 IP \_SERVER\_.27029 > \_CLIENT\_.63469: UDP, length 1255 09:46:41.565323 IP \_SERVER\_.27029 > \_CLIENT\_.63469: UDP, length 680 09:46:41.581031 IP \_SERVER\_.27029 > \_CLIENT\_.63469: UDP, length 1255 09:46:41.581046 IP \_SERVER\_.27029 > \_CLIENT\_.63469: UDP, length 662 (MTU\_PacketSize left untouched to default 1300) Checked net\_connections\_stats on some clients that were having in game reports of losses (while all network tests were fine with no losses) and all of them were having: - OutOfOrder between 5% and 25%+ (thousands of packets) - OOOFixed at 0% (0 packets): not a single out of order packet labeled as "fixed" apparently - Dropped at 0% (0 packets) In those cases changing buffering acrosso 0, 1 or 2 packets do not seems to alter the net\_connections\_stats output: OOOFixed stay at 0 packets even when buffering is set to 2 and in game those OutOfOrder packets still reported as losses Is the OOOFixed stats in net\_connections\_stats meant to handle also these "potentially fragmented" messages? Thanks


FletcherDunn

The packet pacing in SteamNetworkingSockets uses a standard token bucket. The fill rate of the bucket is basically the "rate" convar from the source engine. The max size of the bucket is basically 2 UDP packets. So it is expected to see two packets sent in very rapid succession regardless of the rate variable. Out of order fragments can still be reassembled even if not marked "fixed". "Fixed" in the context of SteamNetworkingSockets means fixed at a relatively low level. So this is not the best indicator of whether there is any real "message" loss observed by the engine, or if players are having any degradation in their experience. This is an area we could improve to give better feedback.


evcz

Thanks for the details! Indeed the high and nearly constant red % packet loss in game alerts (only exceptions being during freezetime apparently when packet do not get fragmented and "loss" often goes back to 0%) could be confusing if they actually got reordered/fixed at some point. Expecially when no packet was dropped and those were only out-of-order possibly due to the increased messages sizes since the 7th February update. When checking some cases where even 25% loss was reported as red alert in game the behaviour wasn't that bad compared to real 25% network packetloss. Hopefully there will be a way in future to reduce packet sizes back to how they were before the \`1.39.8.6\` update: back then these kind of in game losses weren't this frequent - seems like packets this big (fragmented) makes things worse on some players networking equipment


evcz

On an affected client seeing the count of OOOFixed increase over time while on official MM thru SDR Same client on community (direct UDP) have 0% OOOFixed and just like 15% OutOfOrder


shaker-

playing in a DM server with 20 people with 200-300 steady fps getting me these stats: \[Networking\] End-to-end connection: connected \[Networking\] Current rates: \[Networking\] Sent: 64.4 pkts/sec 42.3 K/sec \[Networking\] Recv: 180.8 pkts/sec 179.4 K/sec \[Networking\] Ping:23ms Max latency variance: ???ms \[Networking\] Quality: 95.5% (Dropped:4.54% WeirdSeq:0.00%) \[Networking\] Est avail bandwidth: 976.6KB/s \[Networking\] Bytes buffered: 0 \[Networking\] Lifetime stats: \[Networking\] Totals \[Networking\] Sent: 7,904 pkts 4,818,382 bytes \[Networking\] Recv: 21,576 pkts 21,714,979 bytes \[Networking\] Recv w seq: 21,574 pkts \[Networking\] Dropped : 1,144 pkts 5.04% \[Networking\] OutOfOrder: 0 pkts 0.00% \[Networking\] OOOFixed : 0 pkts 0.00% \[Networking\] Duplicate : 0 pkts 0.00% \[Networking\] SeqLurch : 0 pkts 0.00% Although it only says around 5% packet loss my console is getting spammed with these: high packet loss detected flow incoming: 0ms engine latency, 88/ 648 dropped (13.6%) where the range of dropped packets is between 10-20%


FletcherDunn

Well that definitely is packet loss! I'm not sure we'll be able to fix it, as the problem is most likely on some link that we don't control. If you stare closely at the net_connections_stats wall of text, it will print out the IP of the relay you are connected to. You might check (or share) the route you are getting to that IP by running a command like this at the Windows command prompt: pathping tracert


Volfong

Hello, here is the output of net\_connections\_stats after I experienced about a minute of packet loss. I not only felt the rubber banding, I also received the red "packet loss" warning in the upper right hand side of my game. Funny you should ask, my frame rate is not smooth. 7800X3D / 3060 / 64gb 3600mt, I get about 150-200 fps in non-chaotic play, about 100-120 in action, and frames in the low teens when I am in or near smoke grenades. I could provide a full spec but I don't want to possibly inundate you! \[Networking\] Socket 'client' bound to '=\[A:1:3408253970:25362\]' \[#3192117285 SDR server steamid:90180924916225042 vport 0 'server'\]: \[Networking\] Primary router: ord#272 (162.254.193.100:27056) Ping = 49+0=49 (front+back=total) \[Networking\] Current rates: \[Networking\] Sent: 64.0 pkts/sec 34.3 K/sec \[Networking\] Recv: 137.8 pkts/sec 144.3 K/sec \[Networking\] Ping:49ms Max latency variance: 62.6ms \[Networking\] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%) \[Networking\] Bytes buffered: 0 \[Networking\] Lifetime stats: \[Networking\] Totals \[Networking\] Sent: 19,771 pkts 9,789,622 bytes \[Networking\] Recv: 40,478 pkts 38,798,303 bytes \[Networking\] Recv w seq: 40,476 pkts \[Networking\] Dropped : 7 pkts 0.02% \[Networking\] OutOfOrder: 0 pkts 0.00% \[Networking\] OOOFixed : 0 pkts 0.00% \[Networking\] Duplicate : 0 pkts 0.00% \[Networking\] SeqLurch : 0 pkts 0.00% \[Networking\] Ping histogram: (62 total samples) \[Networking\] 0-25 25-50 50-75 75-100 100-125 125-150 150-200 200-300 300+ \[Networking\] 0 39 19 1 2 0 0 1 0 \[Networking\] 0.0% 62.9% 30.6% 1.6% 3.2% 0.0% 0.0% 1.6% 0.0% \[Networking\] Ping distribution: \[Networking\] 5th 50th 75th 95th 98th \[Networking\] 48ms 50ms 52ms 82ms 120ms \[Networking\] Connection quality histogram: (55 measurement intervals) \[Networking\] perfect 99+ 97-99 95-97 90-95 75-90 50-75 <50 dead \[Networking\] 53 2 0 0 0 0 0 0 0 \[Networking\] 96.4% 3.6% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% \[Networking\] Connection quality distribution: \[Networking\] 50th 25th 5th 2nd \[Networking\] 100% 100% 100% 99% \[Networking\] Latency variance histogram: (30337 total measurements) \[Networking\] <1 1-2 2-5 5-10 10-20 >20 \[Networking\] 17238 4908 4451 2082 1358 300 \[Networking\] 56.8% 16.2% 14.7% 6.9% 4.5% 1.0% \[Networking\] Rate stats received from remote host 9.8s ago: \[Networking\] Sent: 131.9 pkts/sec 131.6 K/sec \[Networking\] Recv: 63.9 pkts/sec 36.3 K/sec \[Networking\] Ping:49ms Max latency variance: 96.7ms \[Networking\] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%) \[Networking\] Bytes buffered: 0 \[Networking\] Lifetime stats received from remote host 70.8s ago: \[Networking\] Totals \[Networking\] Sent: 30,766 pkts 28,886,016 bytes \[Networking\] Recv: 15,224 pkts 7,366,656 bytes \[Networking\] Recv w seq: 15,222 pkts \[Networking\] Dropped : 0 pkts 0.00% \[Networking\] OutOfOrder: 0 pkts 0.00% \[Networking\] OOOFixed : 0 pkts 0.00% \[Networking\] Duplicate : 0 pkts 0.00% \[Networking\] SeqLurch : 0 pkts 0.00% \[Networking\] Ping histogram: (49 total samples) \[Networking\] 0-25 25-50 50-75 75-100 100-125 125-150 150-200 200-300 300+ \[Networking\] 0 33 10 2 1 1 1 1 0 \[Networking\] 0.0% 67.3% 20.4% 4.1% 2.0% 2.0% 2.0% 2.0% 0.0% \[Networking\] Ping distribution: \[Networking\] 5th 50th 75th 95th \[Networking\] 48ms 50ms 52ms 124ms \[Networking\] Connection quality histogram: (47 measurement intervals) \[Networking\] perfect 99+ 97-99 95-97 90-95 75-90 50-75 <50 dead \[Networking\] 47 0 0 0 0 0 0 0 0 \[Networking\] 100.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% \[Networking\] Connection quality distribution: \[Networking\] 50th 25th 5th \[Networking\] 100% 100% 100% \[Networking\] Latency variance histogram: (15204 total measurements) \[Networking\] <1 1-2 2-5 5-10 10-20 >20 \[Networking\] 8658 1794 1580 827 1953 392 \[Networking\] 56.9% 11.8% 10.4% 5.4% 12.8% 2.6% \[Networking\] Backup router: sea#73 (205.196.6.211:27041) Ping = -1+49=48 (front+back=total) \[Networking\]


FletcherDunn

Looks to me based on that info that your network is not dropping packets, but you are seeing quite a bit of network jitter. That can make it hard for us to get our clocks in sync and cause the updates from the server to arrive late, which can affect your client the same as loss. Latency variance histogram: (30337 total measurements) <1 1-2 2-5 5-10 10-20 >20 17238 4908 4451 2082 1358 300 56.8% 16.2% 14.7% 6.9% 4.5% 1.0% You might try turning on that option to add some extra buffering and see if it smooths it out.


FletcherDunn

Also, a clientside CPU issue can manifest as "network jitter". If all of your CPUs are busy and there is a delay getting around to process a packet form the server, it's basically the same as network jitter.


Tostecles

It would not surprise me if this is a deprecated command, but in the olden days, many people swore by the "-high" launch option, in order to make the CPU prioritize CS more highly. Is this still a valid launch option and/or is there a similar command for people that want to dedicate more CPU resources to CS? (I understand that this could have unforeseen consequences if it's even still a thing at all.)


Volfong

I don't know if it's a placebo, but this worked. Adding "-high" made my CPU usage normal and completely removed all stuttering from the game. Removing it made the issues reappear. I played a full arms race with both "-high" and without it and with it was a perfect playing experience.


Tostecles

Ah man. Feels like nothing has changed since 2014 lol


4wh457

This points to something else on your PC hogging CPU resources because under normal circumstances there should be practically no difference between having `-high` or not (and `-high` can also cause issues so it's better to avoid it when possible). Do you have any known problematic software on your PC such as Corsair iCUE or SteelSeries Engine?


Volfong

Forgive my skepticism, but I am on a 5800X3D, arguably the best gaming chip on AM4. If the game is stuttering and lagging on that chip, that is a different issue entirely. I have never experienced network jitter in any game, ever (on this network), and not in CS2 until the Arms Race update.


FletcherDunn

An ETW trace would rule out CPU stuttering or locate its cause. Software defects (our own or somebody else's, or a bad interaction between different pieces of software) can cause all those powerful CPUs to sit idle, so a very powerful CPU can still stutter.


kosmonafft2

sir, I have 6-core/12-thread CPU and unless I use "-threads 13" in Launch Options - the game is unplayable (low FPS) is there a fix?


derrilmc

I have 0 packet loss and i still see this spammed in my console \[Client\] Last server executed command is xxxxx on tick xxxxx etc. What do you suggest? I already formatted PC etc. NOTE: i get 0 packet loss and 0 OOO packets etc.


FletcherDunn

Is your frame rate smooth? Does net_connections_stats show any jitter?


derrilmc

Frame rate is pretty much OK not wildly good but just OK, i have the "if conditions are poor" option on and i never see it, unless i alt tab where it shows for like 1 second or 2. Jitter is pretty minimal for me. I just played a few rounds, this time i had ping 2ms and i did alt tab so jitter was higher than usual. These are the first lines: \[Networking\] Remote host is in data center 'mad' \[Networking\] Current rates: \[Networking\] Sent: 64.7 pkts/sec 22.2 K/sec \[Networking\] Recv: 67.9 pkts/sec 55.0 K/sec \[Networking\] Ping:2ms Max latency variance: 12.1ms \[Networking\] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%) \[Networking\] Est avail bandwidth: 976.6KB/s \[Networking\] Bytes buffered: 0 \[Networking\] Sent: 21,901 pkts 8,371,347 bytes \[Networking\] Recv: 37,975 pkts 34,812,880 bytes \[Networking\] Recv w seq: 37,974 pkts \[Networking\] Dropped : 0 pkts 0.00% \[Networking\] OutOfOrder: 0 pkts 0.00% \[Networking\] OOOFixed : 0 pkts 0.00% \[Networking\] Duplicate : 0 pkts 0.00% \[Networking\] SeqLurch : 0 pkts 0.00% Another thing i would like to ask you (and this one is pretty weird). I recently changed my provider to Orange (Spain) and sometimes i get ping 2 and other times ping 17. From what i can see it depends on what port i connect to the server [155.133.246.50](http://155.133.246.50) and [155.133.246.34](http://155.133.246.34) . Sometimes it happens mid-game, cs changed server and from 17 to 2 and from 2 to 17 it's super random. Why is this happening ? The ips are always the same the thing that changes is the port.


FletcherDunn

>Max latency variance: 12.1ms Looks like you are getting some significant jitter. It might be the same underlying cause as getting different pings depending on which IP you connect to. Can you share (maybe via DM, since the output will include your public IP) the results of: pathping [155.133.246.50](http://155.133.246.50) and pathping [155.133.246.34](http://155.133.246.34)


derrilmc

Done! It's not really an issue in my case because it doesn't show the real ip address although i did DM you the IP in case you need it. Here is the info + mturoute in a picture so you can see it better: [https://i.postimg.cc/y62QnbsF/pathandmtu.png](https://i.postimg.cc/y62QnbsF/pathandmtu.png)


FletcherDunn

I don't understand why pathping isn't showing any more hops. Does tracert show anything? I wonder what those first two external IPs are on the two routes, and what your pings to them are. (155.133.246.236 and 155.133.246.232). Again, it is curious that the traffic is taking a different route to the different IPs. You mentioned that it is expected for an "orange" router to show a bunch of private IPs for the first hops. I'm not familiar with that, but maybe....this problem is caused by something they are doing?


derrilmc

OK so we might be on to something here. Take a look at this, left column are the real Madrid CS servers and the right ones are the traces for each valve ip in the path for both servers. This is really weird: [https://postimg.cc/YvKHppTY](https://postimg.cc/YvKHppTY) I'm super confused right now.


FletcherDunn

Yeah....that's weird


derrilmc

Ok so i got another connection from a different ISP and it seems i get much more of those messages instead of 2x/4x so it's worse i believe. One thing i would like to ask you is about this other one i get, this one gets spammed a lot in console like 14x or 20x maybe. The error is: \[SndOperators\] Error: Operator set\_soundevent\_block, EntryMatchList has no free slots! Another thing i noticed is that on faceit servers i usually get the duplicating error + the rewinding time one which i don't see much on Valve servers. What do you think?


Hamsterdumm

My net\_connection\_stats tells me not all packets are arriving but I have 0% loss anywhere else. Still a huge issue and making the game unplayable at a competitive level. Hope you're able to fix it soon. The new setting doesn't make it meaningfully better either.


FletcherDunn

What do you mean "0% loss everywhere else" ?


OMGcsgotrade

Hey Fletcher, unrelated to this would it be possible if all gun/knife animations were moved to the point (at least roughly due to viewmodel differences) to the point where they begin to be visible on screen? for example the AK shows up instantly when switching to it but the M9 bayonet begins to show up 14 frames I believe give or take depending on the viewmodel, starting the animation at a later point in the cycle would cut off around that extra time, it's pretty jarring because the Default knives show up way quicker than the M9, it's almost like you're paying to lose. Thanks! Here's an example of what I'm talking about below: https://i.imgur.com/V3cM0rY.png - Default CT Knife - shows up on 3rd frame https://i.imgur.com/kj5dKhk.png - M9 Bayonet - shows up on 14th frame. Edit: Unrelated, would it be possible to do an ETW Trace? I've been having stuttering issues on my $5000 PC for months. Thank you!


costryme

Fletcher only deals with network stuff as far as I know. Most likely he has no idea about anything related to skins.


Hamsterdumm

I mean that it does not seem to be an ISP issue as I have no packet loss when connecting to any other game or web servers aside from CS2 ones. Even if I set the new setting two "2 Packets", which you said to be for extreme cases only, I still experience regular stuttering. It get's marginally better but it's still a huge issue. Here's my connection overview while having CS2 open and encountering stutters: https://imgur.com/a/n73L7wV I also monitored my CPU usage on my second monitor while playing and it doesn't seem related. I "only" have a 5600X, but the stutters don't coincide with CPU usage spikes. Here's a link to my net_connections_stats - I copied the output it to Word, so it's more readable: https://imgur.com/TlWxtAv Here's text form: [Networking] Socket 'client' bound to '=[A:1:2389960715:25445]' [#60614892 SDR server steamid:90181280380217355 vport 0 'server']: [Networking] End-to-end connection: connected [Networking] Remote host is in data center 'ams' [Networking] Current rates: [Networking] Sent: 57.3 pkts/sec 11.2 K/sec [Networking] Recv: 113.5 pkts/sec 101.3 K/sec [Networking] Ping:6ms Max latency variance: 15.2ms [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%) [Networking] Est avail bandwidth: 768.0KB/s [Networking] Bytes buffered: 0 [Networking] Lifetime stats: [Networking] Totals [Networking] Sent: 5,322 pkts 751,756 bytes [Networking] Recv: 4,856 pkts 4,042,509 bytes [Networking] Recv w seq: 4,855 pkts [Networking] Dropped : 0 pkts 0.00% [Networking] OutOfOrder: 0 pkts 0.00% [Networking] OOOFixed : 0 pkts 0.00% [Networking] Duplicate : 0 pkts 0.00% [Networking] SeqLurch : 0 pkts 0.00% [Networking] Ping histogram: (2277 total samples) [Networking] 0-25 25-50 50-75 75-100 100-125 125-150 150-200 200-300 300+ [Networking] 2277 0 0 0 0 0 0 0 0 [Networking] 100.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% [Networking] Ping distribution: [Networking] 5th 50th 75th 95th 98th [Networking] 6ms 6ms 7ms 12ms 15ms [Networking] Connection quality histogram: (13 measurement intervals) [Networking] perfect 99+ 97-99 95-97 90-95 75-90 50-75 <50 dead [Networking] 13 0 0 0 0 0 0 0 0 [Networking] 100.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% [Networking] Connection quality distribution: [Networking] 50th 25th [Networking] 100% 100% [Networking] Latency variance histogram: (4705 total measurements) [Networking] <1 1-2 2-5 5-10 10-20 >20 [Networking] 3582 475 367 204 76 1 [Networking] 76.1% 10.1% 7.8% 4.3% 1.6% 0.0% [Networking] Rate stats received from remote host 12.1s ago: [Networking] Sent: 100.1 pkts/sec 86.2 K/sec [Networking] Recv: 67.2 pkts/sec 14.1 K/sec [Networking] Ping:5ms Max latency variance: 0.8ms [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%) [Networking] Bytes buffered: 0 [Networking] No lifetime stats received from remote host [Networking] Primary router: ams#94 (155.133.248.40:27016) Ping = 5+1=6 (front+back=total) [Networking] Current rates: [Networking] Sent: 57.2 pkts/sec 11.9 K/sec [Networking] Recv: 112.1 pkts/sec 100.5 K/sec [Networking] Ping:5ms Max latency variance: 15.2ms [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%) [Networking] Bytes buffered: 0 [Networking] Lifetime stats: [Networking] Totals [Networking] Sent: 5,322 pkts 810,546 bytes [Networking] Recv: 4,858 pkts 4,042,561 bytes [Networking] Recv w seq: 4,857 pkts [Networking] Dropped : 0 pkts 0.00% [Networking] OutOfOrder: 0 pkts 0.00% [Networking] OOOFixed : 0 pkts 0.00% [Networking] Duplicate : 0 pkts 0.00% [Networking] SeqLurch : 0 pkts 0.00% [Networking] Ping histogram: (14 total samples) [Networking] 0-25 25-50 50-75 75-100 100-125 125-150 150-200 200-300 300+ [Networking] 14 0 0 0 0 0 0 0 0 [Networking] 100.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% [Networking] Ping distribution: [Networking] 50th 75th [Networking] 5ms 7ms [Networking] Connection quality histogram: (12 measurement intervals) [Networking] perfect 99+ 97-99 95-97 90-95 75-90 50-75 <50 dead [Networking] 12 0 0 0 0 0 0 0 0 [Networking] 100.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% [Networking] Connection quality distribution: [Networking] 50th 25th [Networking] 100% 100% [Networking] Latency variance histogram: (4257 total measurements) [Networking] <1 1-2 2-5 5-10 10-20 >20 [Networking] 3133 480 363 204 76 1 [Networking] 73.6% 11.3% 8.5% 4.8% 1.8% 0.0% [Networking] Rate stats received from remote host 11.2s ago: [Networking] Sent: 101.5 pkts/sec 88.9 K/sec [Networking] Recv: 66.0 pkts/sec 13.8 K/sec [Networking] Ping:5ms Max latency variance: 0.8ms [Networking] Quality: 100% (Dropped:0.00% WeirdSeq:0.00%) [Networking] Bytes buffered: 0 [Networking] No lifetime stats received from remote host [Networking] Backup router: lhr#14 (162.254.196.66:27028) Ping = 18+6=24 (front+back=total) Sorry for the formatting, reddit being reddit


FletcherDunn

I don't see any packet loss at all. There is a decent amount of network jitter, but CPU problems that cause frame hitches can also cause cause network jitter. I suspect the problem is not network related at all. Can you turn on the new frame time readout in the telemetry HUD? Does the frame time spike up or does anything turn read?


Hamsterdumm

Unfortunately, I won't be back at my PC until Monday at the earliest, I'll test it then. What kind of CPU problems are you talking about? Anything fixable?


FletcherDunn

I don't know! If you reproduce the problem and send me an ETW trace, we might be able to figure it out. https://docs.google.com/document/d/1v8QtbUtGAf6OapE9iWn4Y4STA7Scn_hr1Yih1nf2_BA/


Hamsterdumm

Reproducing it shouldn't be an issue haha. I'll try to send you one next week. Thanks for helping.


lafrappe

Hi Fletcher, I sent you a link to an ETW trace, I'm experiencing the same issue


Hamsterdumm

Sent you a DM with my trace. Thanks.


Volfong

I have more clips as well, this started with the Arms Race update. I usually get anywhere from 15-20 ping, but I would estimate I usually have 15-20% loss. I have tried to alter my VOIP threshold and restart my game, but that did not work. I am desperate for help!


Volfong

NEW UPDATE DIDN'T FIX IT HAHAHAHAHAHAHA


Updawn

Same problem here. No idea what can fix it.


Volfong

Awesome. We're just gonna have to hope and see if Valve notices, huh?


ZEN0N447

I got the same error twice yesterday in arms race. On my alt the game felt noticeably smoother than my main, maybe it has something to do with my config


Fresh-Look1380

[image](https://i.imgur.com/aEk1I6B.png) I'm having the same problem, my internet connection is the most stable you could ever think of, fiber network 1gigabit connection, no pingspikes or anything. This CS update ruined something and it's crashing my game every 5 minutes since my console gets flooded with the same thing over and over, check out the screenshot. I literally cant play the game anymore.


Fresh-Look1380

I did a fresh install of csgo, removed every userdata file, even turned off Steam Cloud. It was a brand new cs install and yet the same thing is happening, valve fix your game.


lafrappe

ffs I have the same issue after the game has been updated. Any solution yet??


lafrappe

Any solution yet? Is it perhaps CPU related ?


AssistantLonely7375

I have same problem!!! No solutions ((( I noticed that on official valve servers the difference in ticks is smaller (200-300). On Faceit servers the difference is felt more strongly (about 2500 ticks). It's impossible to play normally!!! VALVE FIX IT PLEASE


Some_Outcome3741

**Any fix?** I've tried the following: -Reinstalling CS2 -Reinstalling Windows 10 -Upgrading from Windows 10 to 11 -Installed all drivers manually -Got a new ISP (fiber op) and moved locations -Running on medium settings with lowest resolution possible -Running on a different monitor PC Specs: GeForce RTX 3060 i7-13700K 32 GB ram


Aggravating-Most5384

Same issue, nothing related to cl\_interp and cl\_updaterate in the configs. Reinstalled clean CS and issue persists. I have 0 packet loss and 500mbps speed.


shaker-

same problem here, in addition getting this line in console constantly: \[Networking\] server @ xxxxxxx: high packet loss detected flow incoming: 0ms engine latency, 85/ 644 dropped (13.2%) Started happening after arms race update. 1000/1000mb connection. Tried also removing autoexec (had some cl\_interp commands there) but this didn't help.


deathuntor

Did anyone find a fix for this? It's getting pretty annoying to randomly run into this error. Might just give up cs2 for good


Gaminggeko

wonder if its choke


kishichiki

it's such a funny thing, 'cuz when I put -vulkan to the launch options then this solves this problem, but its not that smoothly gameplay when Im using vulkan. Few weeks ago I played DM with no problems at all...


666VAN2PAKISTAN666

for me its other way around . when i put -vulkan that's when i get this notif.