Please make kill feedback in the HUD more instant to help improve responsiveness. Right now, the HUD lights up before eventually flashing, and kill-feed slowly fades in instead of instantly being opaque.
Please make kill feedback in the HUD more instant to help improve responsiveness. Right now, the HUD lights up before eventually flashing, and kill-feed slowly fades in instead of instantly being opaque.
Once the HS animation starts playing (frame 4), I assume that’s when I received info from the server that I got the kill (damage prediction settings are all off). At this instant, the HUD only lights up, and kill-feed is very faint. It took one frame (around upto 16.67 ms in this 60 fps video) for the HUD to eventually flash the pillar of light. The kill feed is still not opaque at this time. Only at frame 9 (~83 ms after HS animation starts playing) does the kill-feed to be fully opaque.
People (including pros.. I’ve seen plenty of pro game footage) still check the kill-feed to confirm the kill (despite Valve adding this pillar of light animation to help players avoid moving their gaze from the center of the screen).
Please correct me if I’m wrong anywhere.
TomiMan7
You are basing all your math on a 60FPS video. If you would have recorded at 120FPS, would you believe that everything happened twice as fast?
Gaygamergirl2
My biggest pet peeve of the game. Source felt more responsive, and that was 20 fkn years ago.
Absolutely shameful from a multi billion dollar company
Expert_Cap7650
I’d rather have the option to fully remove this annoying shit.
Just give us a classic/simple hud option in style with 1.6, css and csgo already, it’s been 2 years and they still force us to use this lazily copied valorant shit.
Don’t care to see any of this clutter or useless animation and drum thump when you kill someone.
Cyberbully2069
does anyone know if i can remove the minimap* and the HUD above where it shows how many are alive?
edit: tbh if i could, i would play only with the crosshair and killfeed showing lmao
5 Comments
Once the HS animation starts playing (frame 4), I assume that’s when I received info from the server that I got the kill (damage prediction settings are all off). At this instant, the HUD only lights up, and kill-feed is very faint. It took one frame (around upto 16.67 ms in this 60 fps video) for the HUD to eventually flash the pillar of light. The kill feed is still not opaque at this time. Only at frame 9 (~83 ms after HS animation starts playing) does the kill-feed to be fully opaque.
People (including pros.. I’ve seen plenty of pro game footage) still check the kill-feed to confirm the kill (despite Valve adding this pillar of light animation to help players avoid moving their gaze from the center of the screen).
Please correct me if I’m wrong anywhere.
You are basing all your math on a 60FPS video. If you would have recorded at 120FPS, would you believe that everything happened twice as fast?
My biggest pet peeve of the game. Source felt more responsive, and that was 20 fkn years ago.
Absolutely shameful from a multi billion dollar company
I’d rather have the option to fully remove this annoying shit.
Just give us a classic/simple hud option in style with 1.6, css and csgo already, it’s been 2 years and they still force us to use this lazily copied valorant shit.
Don’t care to see any of this clutter or useless animation and drum thump when you kill someone.
does anyone know if i can remove the minimap* and the HUD above where it shows how many are alive?
edit: tbh if i could, i would play only with the crosshair and killfeed showing lmao