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Valve made a statement about the fixing of input lag in Dota 2

Last updated:  Valve announced the elimination of Dota 2's input lag.

As reported by Jeff Hill whose employee of Valve, the company has issued a Dota 2 update with a functionality aimed at potentially fixing input lag issues associated with the game.

The corresponding statement was made by a representative of the developer on Reddit.

“We just shipped an update which has code that should address at least one possible source of the latency some players were seeing, and added some telemetry to help diagnose input latency as it happens. So new MatchIDs where you experience latency are very helpful!”

In Jeff Hill’s words, alongside the update a console command has been implemented in Dota 2 which provides monitoring of the delay in action execution. In the words of Valve’s representative, this will significantly simplify the process of latency testing by users since frames do not have to be counted to determine whether there is a problem or not. In addition, Jeff Hill stated his wish that the value will be under 100ms with the added ping time.

“One player-visible change is we've added a "dota_report_order_latency" console variable, which will print out the total end-to-end latency of clicks. This should make it easier for folks to do their own testing without recording video and count frames to get a good measure of total latency. When using this command, I'd expect to see total latencies reported of up to 100ms + ping time (depending on where in the server tick packets land and how many ms of networking buffer the client is buffering to cover ping variance). I'd expect to see variance on this number of ~66ms (two 30Hz ticks) and even more if you're seeing packet loss or ping variance.”

Recall that after the release of patch 7.38b, Valve activated servers that had been down since 2023.

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