{"id":226416,"date":"2025-08-09T09:07:02","date_gmt":"2025-08-09T09:07:02","guid":{"rendered":"https:\/\/community.skin.club\/?p=226416"},"modified":"2025-08-09T21:13:09","modified_gmt":"2025-08-09T21:13:09","slug":"cs2-face-une-controverse-technique-autour-du-bullet-time-travel","status":"publish","type":"post","link":"https:\/\/community.skin.club\/fr\/actualites\/cs2-face-une-controverse-technique-autour-du-bullet-time-travel","title":{"rendered":"CS2 face une controverse technique autour du \u00ab Bullet Time Travel \u00bb"},"content":{"rendered":"<p>Un nouveau d\u00e9bat agite la communaut\u00e9 de Counter-Strike 2 \u2014 des joueurs exp\u00e9riment\u00e9s ont d\u00e9couvert un m\u00e9canisme fondamental sur le fonctionnement des tirs dans le jeu, d\u00e9j\u00e0 surnomm\u00e9 \u00ab Input Time Travel \u00bb (ITT). Selon un utilisateur de Reddit sur r\/GlobalOffensive, auteur d\u2019une analyse technique d\u00e9taill\u00e9e, cette particularit\u00e9 provient de l\u2019impl\u00e9mentation par Valve du syst\u00e8me subtick et entra\u00eene chaque balle dans CS2 \u00e0 \u00ab voyager dans le pass\u00e9 \u00bb de 1 \u00e0 2 images avant d\u2019\u00eatre enregistr\u00e9e.<\/p>\n<h3>Ce qui s\u2019est pass\u00e9 : \u00ab Des balles venues du pass\u00e9 \u00bb<\/h3>\n<p>Dans le syst\u00e8me de tir classique, familier aux joueurs de CS:GO, une balle \u00e9tait tir\u00e9e exactement au moment o\u00f9 le joueur cliquait sur le bouton de la souris, partant vers l\u2019endroit o\u00f9 le r\u00e9ticule \u00e9tait plac\u00e9 \u00e0 cet instant pr\u00e9cis. Dans CS2, cela fonctionne diff\u00e9remment : le jeu prend l\u2019horodatage du clic, trouve l\u2019image pr\u00e9c\u00e9dente la plus proche et utilise celle-ci pour d\u00e9terminer la trajectoire de la balle.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/preview.redd.it\/bullets-go-back-in-time-input-time-travel-cs2-major-v0-snkhg2uz5qhf1.gif?width=1920&amp;auto=webp&amp;s=d384cb5a056a037fc46c7415ae50f726ff71db5e\" alt=\"r\/GlobalOffensive - CS2 - ITT Affecting Spray - 60hz Vsync\"><\/p>\n<p>Cela cr\u00e9e un effet de \u00ab d\u00e9calage temporel \u00bb : ce que le joueur voit \u00e0 l\u2019\u00e9cran (la position actuelle du r\u00e9ticule) peut diff\u00e9rer de ce que le jeu consid\u00e8re comme la position du r\u00e9ticule et donc de l\u2019endroit o\u00f9 il enverra la balle. C\u2019est particuli\u00e8rement visible lors de flicks rapides ou lorsqu\u2019on change de direction en tirant.<\/p>\n<h3>Le r\u00f4le du Subtick et du Vsync<\/h3>\n<p>Le chercheur explique qu\u2019avec le Vsync \u00e0 60 Hz, le d\u00e9calage est de deux images, tandis que sans Vsync, il est d\u2019une image. Cela a \u00e9t\u00e9 confirm\u00e9 par une s\u00e9rie d\u2019enregistrements en slow-motion avec diff\u00e9rents param\u00e8tres.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/preview.redd.it\/bullets-go-back-in-time-input-time-travel-cs2-major-v0-38n5cl4r5qhf1.gif?width=1920&amp;auto=webp&amp;s=fb15a7b429449aa54aed3c94c0c65e104f707a60\" alt=\"r\/GlobalOffensive - CS2 - Egregious Miss - 60hz Vsync\"><\/p>\n<p>Valve a probablement introduit cette logique subtick pour r\u00e9duire le d\u00e9lai entre le clic de la souris et le moment o\u00f9 le tir est d\u00e9clench\u00e9. Cependant, les cons\u00e9quences ont \u00e9t\u00e9 inattendues :<\/p>\n<ul class=\"article-list-pink\">\n<li class=\"article-list-pink__item\">les tirs \u00ab voyagent \u00bb parfois dans le pass\u00e9, manquant leur cible malgr\u00e9 une vis\u00e9e visuellement pr\u00e9cise ;<\/li>\n<li class=\"article-list-pink__item\">les trajectoires de spray refl\u00e8tent l\u2019ancienne position du r\u00e9ticule, perturbant le contr\u00f4le ;<\/li>\n<li class=\"article-list-pink__item\">des situations de \u00ab mort derri\u00e8re les murs \u00bb apparaissent, o\u00f9 le kill semble impossible du point de vue de la victime.<\/li>\n<\/ul>\n<h3>Comparaison avec CS:GO<\/h3>\n<p>Dans CS:GO, m\u00eame avec un faible FPS ou un ping \u00e9lev\u00e9, le moment du tir correspondait exactement \u00e0 ce que le joueur voyait \u00e0 l\u2019\u00e9cran, ce qui rendait le maniement des armes plus pr\u00e9visible et naturel.<\/p>\n<p>Dans CS2, en revanche, un tir pr\u00e9cis peut \u00eatre enregistr\u00e9 sur la base d\u2019une image d\u00e9j\u00e0 pass\u00e9e, donnant l\u2019impression que l\u2019arme \u00ab existe dans sa propre ligne temporelle \u00bb.<\/p>\n<h3>Exemples et exp\u00e9riences<\/h3>\n<p>Lors d\u2019une s\u00e9rie de tests avec l\u2019AWP et le Desert Eagle, le joueur a mis en \u00e9vidence un probl\u00e8me typique :<\/p>\n<ul class=\"article-list-pink\">\n<li class=\"article-list-pink__item\">au moment du clic, la souris \u00e9tait d\u00e9j\u00e0 arr\u00eat\u00e9e sur la t\u00eate de l\u2019adversaire ;<\/li>\n<li class=\"article-list-pink__item\">pourtant, la balle a \u00e9t\u00e9 enregistr\u00e9e sur la base de la position pr\u00e9c\u00e9dente du r\u00e9ticule \u2014 rat\u00e9.<\/li>\n<\/ul>\n<p><img decoding=\"async\" src=\"https:\/\/preview.redd.it\/bullets-go-back-in-time-input-time-travel-cs2-major-v0-ou2wu8s26qhf1.gif?width=1920&amp;auto=webp&amp;s=ba30296bf4ba3b6718d8a0cfbfeae90009f90ae5\" alt=\"r\/GlobalOffensive - CS2 - Awp Flick Miss - Unlimited FPS (Regular CS2!)\"><\/p>\n<ul class=\"article-list-pink\">\n<li class=\"article-list-pink__item\">Dans CS:GO, la m\u00eame situation se solderait par un tir r\u00e9ussi.<\/li>\n<\/ul>\n<p><img decoding=\"async\" src=\"https:\/\/preview.redd.it\/bullets-go-back-in-time-input-time-travel-cs2-major-v0-dh9f5lb86qhf1.gif?width=800&amp;auto=webp&amp;s=b08e500a257561eb10ef643e9a6eb5aa296515e0\" alt=\"r\/GlobalOffensive - OLD CS2 - Egregious Case\"><\/p>\n<p>L\u2019effet est perceptible m\u00eame dans des conditions parfaites (sans Vsync, FPS \u00e9lev\u00e9s) \u2014 un d\u00e9calage d\u2019une seule image peut faire perdre un duel dynamique.<\/p>\n<h3>R\u00e9action de la communaut\u00e9<\/h3>\n<p>La discussion sur Reddit \u00e0 propos de l\u2019Input Time Travel a rassembl\u00e9 des centaines de commentaires et est rapidement devenue l\u2019un des sujets les plus br\u00fblants de la semaine.<\/p>\n<blockquote class=\"custom-bq\"><div class=\"custom-bq-q\"><p>Monsieur, une nouvelle th\u00e8se de doctorat prouvant que le jeu est bizarre vient d\u2019appara\u00eetre sur le subreddit , a plaisant\u00e9 un utilisateur.<\/p><\/div><\/blockquote>\n<p>Un autre a ajout\u00e9 : \u00ab On prend les paris sur la suite : Valve corrige, ignore ou le contredit d\u00e8s demain. \u00bb<\/p>\n<ul class=\"article-list-pink\">\n<li class=\"article-list-pink__item\">Certains ont approuv\u00e9 les conclusions, qualifiant l\u2019ITT de cons\u00e9quence directe du syst\u00e8me subtick : \u00ab Pour le corriger, il faudrait refaire tout le syst\u00e8me de z\u00e9ro ou le supprimer. \u00bb D\u2019autres sont rest\u00e9s sceptiques : \u00ab Ce n\u2019est pas un bug, c\u2019est cens\u00e9 fonctionner ainsi. \u00bb<\/li>\n<li class=\"article-list-pink__item\">Avec un brin d\u2019ironie, un commentaire a ajout\u00e9 : \u00ab Les devs sont l\u00e0 dehors \u00e0 briser la causalit\u00e9. \u00bb Le d\u00e9bat divise la communaut\u00e9 entre ceux qui voient dans l\u2019ITT un probl\u00e8me s\u00e9rieux et ceux qui y voient une partie int\u00e9grante du design du jeu.<\/li>\n<\/ul>\n<h3>Peut-on le corriger ?<\/h3>\n<p>Selon l\u2019initiateur de la discussion, m\u00eame sans passer CS2 en 128 tick, le gameplay pourrait \u00eatre grandement am\u00e9lior\u00e9 si Valve modifiait la logique subtick afin que les tirs soient enregistr\u00e9s dans \u00ab l\u2019image pr\u00e9sente \u00bb plut\u00f4t que dans le pass\u00e9. Cela supprimerait la d\u00e9connexion entre ce que le joueur voit et ce que le serveur calcule.<\/p>\n<p>Valve n\u2019a pas officiellement comment\u00e9 cette d\u00e9couverte, mais certains des probl\u00e8mes critiques d\u00e9crits dans de pr\u00e9c\u00e9dents messages ont d\u00e9j\u00e0 \u00e9t\u00e9 corrig\u00e9s \u2014 donnant \u00e0 la communaut\u00e9 l\u2019espoir de changements suppl\u00e9mentaires.<\/p>\n<p>Le probl\u00e8me de l\u2019Input Time Travel rappelle une fois de plus que dans les FPS, les sensations de jeu se jouent \u00e0 la milliseconde pr\u00e8s. Et tandis que Valve reste silencieux, les joueurs continuent de rassembler des preuves et exhortent les d\u00e9veloppeurs \u00e0 ramener les balles \u00ab dans le pr\u00e9sent \u00bb.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Un nouveau d\u00e9bat agite la communaut\u00e9 de Counter-Strike 2 \u2014 des joueurs exp\u00e9riment\u00e9s ont d\u00e9couvert un m\u00e9canisme fondamental sur le fonctionnement des tirs dans le jeu, d\u00e9j\u00e0 surnomm\u00e9 \u00ab Input Time Travel \u00bb (ITT). Selon un utilisateur de Reddit sur r\/GlobalOffensive, auteur d\u2019une analyse technique d\u00e9taill\u00e9e, cette particularit\u00e9 provient de l\u2019impl\u00e9mentation par Valve du syst\u00e8me [&hellip;]<\/p>\n","protected":false},"author":34,"featured_media":225855,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[147],"tags":[],"class_list":["post-226416","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-actualites"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.1.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>CS2 face une controverse technique autour du \u00ab Bullet Time Travel \u00bb - CS2 &amp; CS:GO Articles, News, Events | Skin.Club Community<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/community.skin.club\/fr\/actualites\/cs2-face-une-controverse-technique-autour-du-bullet-time-travel\" \/>\n<meta property=\"og:locale\" content=\"fr_FR\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"CS2 face une controverse technique autour du \u00ab Bullet Time Travel \u00bb - CS2 &amp; CS:GO Articles, News, Events | Skin.Club Community\" \/>\n<meta property=\"og:description\" content=\"Un nouveau d\u00e9bat agite la communaut\u00e9 de Counter-Strike 2 \u2014 des joueurs exp\u00e9riment\u00e9s ont d\u00e9couvert un m\u00e9canisme fondamental sur le fonctionnement des tirs dans le jeu, d\u00e9j\u00e0 surnomm\u00e9 \u00ab Input Time Travel \u00bb (ITT). 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