It really seems to happen in most games. You counter-stripe and get a pretty decent shot. All skill. Easy. But suddenly, the enemy complains about you getting a running kill. What's going on here? Why do these actions seem to differ on POVs? And does this occur with other animations? To answer the first question, let's look at this fight. Me, hosting the server, will shoot this dude, who has around 50 ping. Don't worry, we'll do different ping situations later. Here I go. You don't have to ask to win. From my perspective, it seemed like a pretty normal shot. There's one frame where around 30 milliseconds between me stopping by counter-stripping and then me shooting. Completely skilled, I think. From his perspective, though. I don't want to do this. Total hacks. All luck. I was running. In fact, there seemed to be a whole point one second after the shot where I was moving, though it's hard to judge exactly since his foot was in the way. What's strange is this doesn't seem to increase with lag. Three clicks fill up, all the way in Britain with 150 ping, experience the exact same time difference as before. I don't know if this is something that could be fixed, because I don't know if this is something with latency or an animation problem. Like with my hitbox video, I'm not offering any solutions. I just want to give good observations. Does this animation difference still occur with different actions? Take for instance, uncrouching. This first clip was pretty interesting. Here is the way. Here is the way. Here is the way. Without the fake lag, there was 0.365 seconds between being fully uncrouched and shooting. However, from my friend's perspective, it looked like I was uncrouched for a lot longer. A whole 0.5 seconds. This seems super off as when comparing clips by sinking the gunshot. My friend saw me before I even began to uncrouch. This one, testing more, not even more murky. When testing with the catawar, his 100 ping and my around zero ping had a tie in the time between uncrouching and the shot. When I had 50 and he had around 125 ping, he saw me fully uncrouched a frame before I felt it. But when I had 100 and he had 200 ping, I uncrouched a whole 0.1 second before he saw me uncrouch. The difference is pretty big when it comes to falling. In this clip, the time between me seeming to land on the ground and shooting my friend was 0.335 seconds. However, from my friend's perspective, this appeared to only be 0.223 seconds, making it a lot more impressive than the kill actually was. When giving myself fake lag though, the time matches at 0.4 seconds each. This is an important trend, which may show that the difference in normal games where nobody's playing on the server is more even. However, considering these differences can still occur with fake lag, such as with counterstrafing, it's important to know these differences before you call hacks or luck on someone else. While these differences may make plays seem more or less impressive, in normal engagements, the biggest factor to change how fast it seems someone shoots is with anticipation. For instance, this kill doesn't look like hacks, but this one does. Why is this? Luckily, I explained this about a year ago with a lot more of a flat-volt. Click the card thing to figure out why.