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Sub-Tick Physics LabNetwork Netcode & Geometric Raycaster

CS2 Peeker's Advantage & Angle Latency Visualizer

Understand why wide swings feel unreactable in Counter-Strike 2. Simulate angle geometry (corner distance), player movement speed (215-250 u/s), client network RTT ping, and sub-tick packet delivery window.

Angle Geometry & Network Settings

Peeker Distance to Corner150 units

Closer to corner = your shoulder is exposed earlier.

Angle Holder Distance to Corner550 units

Farther from corner = you see peeker before they see you.

Pro avg: ~150-180ms. Casual avg: ~210-240ms.

Top-Down Angle Raycast & Sightline Geometry

Interactive 2D Raycast
Peeker (Swinging) Angle Holder Wall Obstacle
Network Advantage
+35 ms
RTT / 2 + Sub-Tick
Geometric Offset
-42 ms
Holder sees 1st
Total Peeker Advantage
-7 ms
Holder favored
Holder Reaction Window
197 ms
Time to click & hit
Tactical Gunfight VerdictAngle Holder Favored

The angle holder is significantly farther from the corner than the peeker, nullifying netcode peeker's advantage. The holder will see the peeker's leading shoulder and elbow before the peeker clears the corner.

The Anatomy of CS2 Peeker's Advantage: Math & Sub-Tick

1. Network Transit Delay

When Player A moves, their client sends the movement packet to Valve's server (0.5 * RTT_A). The server processes it and sends it to Player B (0.5 * RTT_B). During this total transit time, Player A has already seen Player B on their local screen!

2. Corner Geometry (Euclid's Law)

The player farther away from an obstructing corner has a wider field of view into the adjacent corridor. If you stand hugging the wall (close to corner), your shoulder enters your enemy's sightline long before your eye crosshair clears the wall.

3. Sub-Tick vs 64-Tick

CS2's sub-tick system timestamps mouse clicks at the exact microsecond of input. While hit registration is accurate to the millisecond, display interpolation still takes 15.6ms to smooth animations between client packets.