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    The core mechanic is simpler than the thread title suggests, so let me ground it in what actually happens frame-to-frame. When you’re the attacker initiating a peek, two independent effects stack in your favor. First, the angular advantage: you bring your model into their field of view before they can bring theirs into yours, because you’re the one moving into their sightline. Second, the latency advantage: on their client, your shot registers and resolves before their shot even registers on yours, because their input has to travel round-trip to the server and back while yours is already arriving. The result is that window where the server has already registered your damage on their end before they’ve had a chance to see you at all. In practice this is why a fast Jett dash or a counter-peek in Valorant feels unfair—it’s not a bug, it’s the intended payoff for committing to the peek first. If you’re sitting still and letting them dictate the angle, you’ve surrendered both halves of the equation.

    On the hardware side, this is exactly where your ping and refresh rate matter more than people admit. At 40ms+ you’re living inside a 80ms+ round-trip window, which is a massive buffer for the attacker to exploit; dropping to single-digit ping on a competitive fiber link literally shrinks the unfair window in your favor when you’re the one peeking, but it also removes your safety margin when you’re the stationary defender getting shot first.

    "Playing Unreal Tournament 99 on instagib mode since childhood."
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