Introducing Extrapolation (Neverlose Update) — Transcript
Full transcript
- 0:00In the latest Neverlose update
- 0:01extrapolation was added
- 0:03In this video, we'll break down what it is
- 0:05why it's needed
- 0:06how extrapolation works in practice
- 0:08and why this feature inevitably has its limits
- 0:11Enjoy!
- 0:12Let's start with the basics
- 0:13with definitions
- 0:14because this is exactly where a lot of players still get confused
- 0:18There are concepts like backtrack
- 0:20selftrack
- 0:21interpolation, and extrapolation
- 0:23Backtrack is relatively straightforward
- 0:25This feature lets you work with the enemy's past position and shoot at it
- 0:29within reasonable limits, of course
- 0:31Selftrack, in turn, lets you shoot from a position where the local player used to be earlier
- 0:36And finally
- 0:37interpolation and extrapolation
- 0:39These are the two terms players mix up the most
- 0:42Interpolation is the creation of additional records between real ones
- 0:46It's typically used for the visual side of things
- 0:49to smooth out jitter and make movement look more fluid
- 0:51Extrapolation is an attempt to predict a player's future position
- 0:55based on their previous movements
- 0:57What does this give you in practice?
- 0:59The aimbot can shoot at a point where the enemy hasn't appeared yet for the client
- 1:03but already makes sense for the server
- 1:05Because of this, you get the feeling that you're shooting with noticeably lower ping
- 1:09Which means you gain a tangible advantage
- 1:11Let's look at a clear demonstration
- 1:13Our ping is 60
- 1:14We assume a camping position with extrapolation off
- 1:18Now we turn extrapolation on
- 1:20in the exact same situation
- 1:22The advantage is visible to the naked eye
- 1:27First and foremost, the aimbot has to be able to predict the enemy's movement
- 1:31If the enemy starts moving, you can try to figure out what speed they'll reach and where they'll end up a few ticks from now
- 1:37Our cheat, both in CS:GO and CS2
- 1:39is constantly collecting snapshots
- 1:42per-tick records of the player's state
- 1:44These records are needed for backtrack
- 1:46that is, for working with the model's past positions
- 1:48But their usefulness doesn't end there
- 1:50this same history can also be used for extrapolation
- 1:54By analyzing these records
- 1:56the cheat can figure out the enemy's current state
- 1:58whether they're standing still
- 2:00accelerating
- 2:01jumping
- 2:01or decelerating
- 2:02But the cheat can't know for sure how long this state will last
- 2:06That's exactly why patterns have to be built
- 2:08a set of the most likely behavior variants
- 2:11Next
- 2:12you need to use these patterns to figure out not just what the player is doing right now
- 2:16but what they'll most likely do in the next moment
- 2:18And this is where the most important step begins
- 2:21you can't get it wrong about how far into the future you're predicting
- 2:25If you want to land your shots
- 2:27extrapolation can't go beyond server reality
- 2:29Otherwise the shot will go to a place where the player isn't on the server yet
- 2:33Simply put, you don't shoot into the "furthest possible" future
- 2:37but into the position that already makes sense for the server
- 2:40This is precisely why this mechanic creates the feeling of lower ping
- 2:43the aimbot is shooting at the model that's closer to server reality
- 2:47If your ping is low
- 2:48even at high values the cheat won't predict further than the position that already makes sense for the server
- 2:53But at high ping, the number of ticks really does matter
- 2:56because the possible prediction window becomes noticeably wider
- 2:59Now about the most likely misconception
- 3:02It's a mistake to assume that extrapolation will always make the cheat hit
- 3:06That's impossible by definition
- 3:07You can't see the future
- 3:09You can only predict it, and hope the prediction turns out to be correct
- 3:12The enemy can deliberately break the prediction logic
- 3:15randomize their movement, sharply change direction
- 3:18or change anti-aim angles
- 3:20The negative factor of randomness can't be fully eliminated
- 3:23So it's important to remember that the more ticks the aimbot tries to predict
- 3:27the higher the chance that external factors will interfere
- 3:30and ultimately lead to a miss
- 3:33The idea of extrapolation itself looks fairly clear
- 3:36But making such a feature genuinely accurate
- 3:39that's significantly harder
- 3:40There are several reasons why extrapolation wasn't added for a long time
- 3:44First
- 3:45no one wanted to interfere with the established meta too early
- 3:48Second
- 3:49this feature spawned too many side problems and edge cases
- 3:52For example, what players usually call "shooting at birdies"
- 3:56that is, into thin air
- 3:57That said
- 3:58it's important to understand that extrapolation is a natural step in the evolution of rage functionality
- 4:03The industry was bound to arrive at this mechanic one way or another
- 4:07More than that
- 4:08it's not just an "interesting feature"
- 4:09but a genuinely useful tool in practice
- 4:12It's needed for higher-quality autosto
- 4:14for playing on high ping
- 4:16for Zeus
- 4:16and overall for pushing rage functionality
- 4:19closer to its maximum effective state
- 4:23For high-ping players the game will become both easier and harder at the same time
- 4:28Easier, because they'll start playing as if their latency were noticeably lower
- 4:32Harder, because their opponents get the same tool
- 4:34That said, this feature still won't bring full fairness
- 4:37Low-ping players can use extrapolation too
- 4:40just over a smaller number of ticks
- 4:42And the smaller the prediction window
- 4:44the higher the resulting accuracy
- 4:45Which means low-ping players will get more accurate extrapolation
- 4:49The main takeaway from this video
- 4:50extrapolation is a strong feature that gives a noticeable advantage in-game
- 4:55Like any mechanic, it has its limits
- 4:57but that doesn't make its practical value any smaller
- 5:00Extrapolation noticeably changes the usual gameplay
- 5:03and makes the game against those who use it competently significantly harder
- 5:07Thank you for watching!
- 5:08This has been the Neverlose team
- 5:10Stay tuned for more insights in our upcoming videos!
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