Does anyone else feel like the spectating plugin or whatever doesn't look right? especially when spectating scouts it looks like theyre not even aiming anywhere, just a general direction and then they just randomly get the kill. I think this is why projectiles look a lot better because you can see them connect. You don't see this when you just spectate in game or watch a stream, what is it about the plugin that loses this information? . its like you cant see how they're aiming, like that information is missing. I know this is kind of random but I was wondering if anyone else notices I dont watch much counter strike but it doesnt seem to have the same effect.
if you're watching STV or a recording of an STV the tickrate would be lower than a normal match. it happens in csgo a lot too, you can notice with AWPs especially
i miss the sniper dot being 3 feet off from the crosshair
det-if you're watching STV or a recording of an STV the tickrate would be lower than a normal match. it happens in csgo a lot too, you can notice with AWPs especially
Use cl_interp 0.1 (the default) when actually spectating, it's the most accurate for STV to make shots line up, not something any plugin causes, just wrongly configured net settings by the observer/producer.
Fix for STV being laggy/wrong 'tickrate'.
tv_snapshotrate 66
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THEBILLDOZERi miss the sniper dot being 3 feet off from the crosshair
Requires CastingEssentials but should at least align the crosshairs, set to 0 if you want the old behaviour.
ce_cameratools_fix_view_heights 1
Use [i]cl_interp 0.1[/i] (the default) when actually spectating, it's the most accurate for STV to make shots line up, not something any plugin causes, just wrongly configured net settings by the observer/producer.
Fix for STV being laggy/wrong 'tickrate'.
[code]tv_snapshotrate 66[/code]
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[quote=THEBILLDOZER]i miss the sniper dot being 3 feet off from the crosshair[/quote]
Requires [url=https://github.com/dalegaard/CastingEssentials/releases/latest]CastingEssentials[/url] but should at least align the crosshairs, set to 0 if you want the old behaviour.
[code]ce_cameratools_fix_view_heights 1[/code]
stv doesn't match the actual viewangles of what the player sees, because valve software dot com.
but to make it look as close as possible, try what weithoofd posted (tv_snapshotrate "66" & the casting essentials command if you have it) + tv_deltacache "0" on the server to force the server to send full ticks 100% of the time instead of occasional "delta ticks" (a delta tick is sort of like a P frame in video encoding, in that it doesn't contain the full data of what happened that tick, just what changed from the last full tick)
but to make it look as close as possible, try what weithoofd posted (tv_snapshotrate "66" & the casting essentials command if you have it) + tv_deltacache "0" on the server to force the server to send full ticks 100% of the time instead of occasional "delta ticks" (a delta tick is sort of like a P frame in video encoding, in that it doesn't contain the full data of what happened that tick, just what changed from the last full tick)
stephtv_deltacache "0" on the server to force the server to send full ticks 100% of the time instead of occasional "delta ticks"
Do not do this, since the equivalent would be doing cl_fullupdate or record random;stop every tick, which could cause a lot of clientside lag/stuttering.
The CE command fix for the view heights is the only way to make POV in STV match or be fairly close to actual POV from the player on server/their demo.
Do not do this, since the equivalent would be doing [i]cl_fullupdate[/i] or [i]record random;stop[/i] every tick, which could cause a lot of clientside lag/stuttering.
The CE command fix for the view heights is the only way to make POV in STV match or be fairly close to actual POV from the player on server/their demo.