Reminds me more of V for Vendetta . <| sep |> i ' ve worked with and looked at parts of the engine ' s netcode for reasons . while the point that you will never be 100 % accurate is true , due to the nature of how networks and communication works , the rest of your argument is bullshit . stop spreading this kind of misinformation if you don ' t know what you ' re talking about . thank you . also , even if it were the case right now , it doesn ' t mean that it has to be the case . in theory you could implement netcode that solves a lot of the issues csgo currently has . matter of fact , the original source engine netcode is a pretty wellengineered piece of software . the only problem is that hidden path fucked half of it by hardcoding many of the finetune parameters , likely just by trialerror without actually knowing what they ' re doing . it ' s also outdated , because it provided features that you don ' t need in modern networks . bandwidth is not an issue any more . it should be rewritten by people who know what they ' re doing . sadly , i imagine the veteran devs that worked on source , and possibly also goldsrc , have retired , so no one at valve actually knows what ' s going on in the details .