CS2 Update log for 11 April 2024

[Miscellaneous]

-Practice matches and matches started with the ‘map’ command will now run in engine loopback mode to match CS:GO offline default settings. Engine Loopback mode bypasses most of the host’s network code, thus reducing latency for local players. Engine loopback mode can be disabled by adding ‘loopback=0’ to the map command line (e.g., ‘map de_dust2 loopback=0’).

PS: Basically, you can say it’s useless, but it’s [probably] useful for playing practice gun maps and such, and will reduce latency. Engine Loopback Mode is a new feature to reduce latency. Simply put, when you start a practice match or start a match via the ‘map’ command, the game automatically bypasses most of the host’s network processing and runs directly on your local computer. This means that your commands no longer need to be transmitted over the network, and the action is faster, smoother, and much less delayed. It’s like having your computer host itself, so you can see the effects of your actions almost immediately. Normally, when we play a game, the operation data is transmitted through the network, and the server will process all the data and return it to you, and this process will generate a delay, especially when your network connection is not so good, there may be a sense of lag. The engine loopback mode, on the other hand, allows the data to be processed directly on your local computer without taking this step, and the latency is almost zero. So, if you’re practising locally or playing solo, this mode can significantly improve the experience. However, if you want the game to continue to go the regular network processing way, i.e. without using loopback mode, you can add ‘loopback=0’ to the map command (e.g. ‘map de_dust2 loopback=0’ ), so that the game will run in traditional network transfer mode. This update is meant to make your experience better when playing locally and reduce latency issues due to network transfers. It can’t be enabled when playing online in multiplayer, though, as it also involves data synchronisation with other players.


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