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Introducing Extrapolation (Neverlose Update) — Transcript

by Neverlose - Official Channel · 935 words · 121 segments · language en · Watch on YouTube

Full transcript

  1. 0:00In the latest Neverlose update
  2. 0:01extrapolation was added
  3. 0:03In this video, we'll break down what it is
  4. 0:05why it's needed
  5. 0:06how extrapolation works in practice
  6. 0:08and why this feature inevitably has its limits
  7. 0:11Enjoy!
  8. 0:12Let's start with the basics
  9. 0:13with definitions
  10. 0:14because this is exactly where a lot of players still get confused
  11. 0:18There are concepts like backtrack
  12. 0:20selftrack
  13. 0:21interpolation, and extrapolation
  14. 0:23Backtrack is relatively straightforward
  15. 0:25This feature lets you work with the enemy's past position and shoot at it
  16. 0:29within reasonable limits, of course
  17. 0:31Selftrack, in turn, lets you shoot from a position where the local player used to be earlier
  18. 0:36And finally
  19. 0:37interpolation and extrapolation
  20. 0:39These are the two terms players mix up the most
  21. 0:42Interpolation is the creation of additional records between real ones
  22. 0:46It's typically used for the visual side of things
  23. 0:49to smooth out jitter and make movement look more fluid
  24. 0:51Extrapolation is an attempt to predict a player's future position
  25. 0:55based on their previous movements
  26. 0:57What does this give you in practice?
  27. 0:59The aimbot can shoot at a point where the enemy hasn't appeared yet for the client
  28. 1:03but already makes sense for the server
  29. 1:05Because of this, you get the feeling that you're shooting with noticeably lower ping
  30. 1:09Which means you gain a tangible advantage
  31. 1:11Let's look at a clear demonstration
  32. 1:13Our ping is 60
  33. 1:14We assume a camping position with extrapolation off
  34. 1:18Now we turn extrapolation on
  35. 1:20in the exact same situation
  36. 1:22The advantage is visible to the naked eye
  37. 1:27First and foremost, the aimbot has to be able to predict the enemy's movement
  38. 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
  39. 1:37Our cheat, both in CS:GO and CS2
  40. 1:39is constantly collecting snapshots
  41. 1:42per-tick records of the player's state
  42. 1:44These records are needed for backtrack
  43. 1:46that is, for working with the model's past positions
  44. 1:48But their usefulness doesn't end there
  45. 1:50this same history can also be used for extrapolation
  46. 1:54By analyzing these records
  47. 1:56the cheat can figure out the enemy's current state
  48. 1:58whether they're standing still
  49. 2:00accelerating
  50. 2:01jumping
  51. 2:01or decelerating
  52. 2:02But the cheat can't know for sure how long this state will last
  53. 2:06That's exactly why patterns have to be built
  54. 2:08a set of the most likely behavior variants
  55. 2:11Next
  56. 2:12you need to use these patterns to figure out not just what the player is doing right now
  57. 2:16but what they'll most likely do in the next moment
  58. 2:18And this is where the most important step begins
  59. 2:21you can't get it wrong about how far into the future you're predicting
  60. 2:25If you want to land your shots
  61. 2:27extrapolation can't go beyond server reality
  62. 2:29Otherwise the shot will go to a place where the player isn't on the server yet
  63. 2:33Simply put, you don't shoot into the "furthest possible" future
  64. 2:37but into the position that already makes sense for the server
  65. 2:40This is precisely why this mechanic creates the feeling of lower ping
  66. 2:43the aimbot is shooting at the model that's closer to server reality
  67. 2:47If your ping is low
  68. 2:48even at high values the cheat won't predict further than the position that already makes sense for the server
  69. 2:53But at high ping, the number of ticks really does matter
  70. 2:56because the possible prediction window becomes noticeably wider
  71. 2:59Now about the most likely misconception
  72. 3:02It's a mistake to assume that extrapolation will always make the cheat hit
  73. 3:06That's impossible by definition
  74. 3:07You can't see the future
  75. 3:09You can only predict it, and hope the prediction turns out to be correct
  76. 3:12The enemy can deliberately break the prediction logic
  77. 3:15randomize their movement, sharply change direction
  78. 3:18or change anti-aim angles
  79. 3:20The negative factor of randomness can't be fully eliminated
  80. 3:23So it's important to remember that the more ticks the aimbot tries to predict
  81. 3:27the higher the chance that external factors will interfere
  82. 3:30and ultimately lead to a miss
  83. 3:33The idea of extrapolation itself looks fairly clear
  84. 3:36But making such a feature genuinely accurate
  85. 3:39that's significantly harder
  86. 3:40There are several reasons why extrapolation wasn't added for a long time
  87. 3:44First
  88. 3:45no one wanted to interfere with the established meta too early
  89. 3:48Second
  90. 3:49this feature spawned too many side problems and edge cases
  91. 3:52For example, what players usually call "shooting at birdies"
  92. 3:56that is, into thin air
  93. 3:57That said
  94. 3:58it's important to understand that extrapolation is a natural step in the evolution of rage functionality
  95. 4:03The industry was bound to arrive at this mechanic one way or another
  96. 4:07More than that
  97. 4:08it's not just an "interesting feature"
  98. 4:09but a genuinely useful tool in practice
  99. 4:12It's needed for higher-quality autosto
  100. 4:14for playing on high ping
  101. 4:16for Zeus
  102. 4:16and overall for pushing rage functionality
  103. 4:19closer to its maximum effective state
  104. 4:23For high-ping players the game will become both easier and harder at the same time
  105. 4:28Easier, because they'll start playing as if their latency were noticeably lower
  106. 4:32Harder, because their opponents get the same tool
  107. 4:34That said, this feature still won't bring full fairness
  108. 4:37Low-ping players can use extrapolation too
  109. 4:40just over a smaller number of ticks
  110. 4:42And the smaller the prediction window
  111. 4:44the higher the resulting accuracy
  112. 4:45Which means low-ping players will get more accurate extrapolation
  113. 4:49The main takeaway from this video
  114. 4:50extrapolation is a strong feature that gives a noticeable advantage in-game
  115. 4:55Like any mechanic, it has its limits
  116. 4:57but that doesn't make its practical value any smaller
  117. 5:00Extrapolation noticeably changes the usual gameplay
  118. 5:03and makes the game against those who use it competently significantly harder
  119. 5:07Thank you for watching!
  120. 5:08This has been the Neverlose team
  121. 5:10Stay tuned for more insights in our upcoming videos!

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