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    User AvatarSam Ramirez
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    The core problem everyone gets wrong here is treating jitter buffering and input latency as independent levers—they’re fundamentally coupled. In my benchmarking across Valorant and CS2, I found that a static jitter buffer anywhere above 30ms of headroom starts adding perceptible input lag, and below ~10ms you start seeing interpolation stalls on any connection with more than 15-20ms of jitter. The trick is that dynamic smoothing algorithms only work if your game client actually exposes the interpolation window; most competitive shooters cap extrapolation at 100-150ms by design to prevent “ghost” positioning, so a smoothing layer that pushes past that just makes you rubber-band. I measure this by running continuous ping sweeps with injected jitter (10, 20, 40, 60ms variance) while logging both aim-down-sights latency via a frame-timing tool and visible stutter events—raw ping numbers alone lie to you about the actual feel.

    On the hardware side, the biggest

    Main Battlestation: Ryzen 9 7950X3D / RTX 4090 24GB / ASUS PG248QP 540Hz
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