We're dedicated to helping you improve and to do that, it's important that you can trust in our data. To make sure of that, we’ve just made our biggest technical leap forward yet. We rebuilt the logic for if you had an enemy in your field of view, and when you first spotted them, from the ground up.

This has vastly improved our data accuracy and has had a significant impact on your statistics. We’ll outline the details below.

How did it work before?

Until now we have used events that are sent from the server to update players’ radars, just like all other similar services out there.

What were the problems before (with the radar event)?

  1. The radar does not update instantaneously, instead it updates on a set rate - This can cause delays from 0 to 500 ms before the radar is updated, which obviously is a long time in CS:GO.
  2. The player needs to see certain parts of an enemy, and in a specific angle, for the server to say that the enemy was seen, this is an obvious problem as you can kill someone by shooting their feet under obstacles or arms around corners
  3. The radar can keep the “shadow” of an enemy visible after the enemy is no longer actually visible to the player
  4. For AWPers, the event often didn’t even have time to trigger before the shot was taken
When relying on the in-game events, this wouldn't register as a spotted enemy

Nor would this

In this particular example, there's a 421 ms delay between when I first saw the enemy and the radar event being triggered. This is the first frame of the radar event triggering, to illustrate how much of a difference this could make. If I shot now, I'd have 0 ms Time to Damage and 0° Crosshair Placement. This is why it was crucial for us to change this, why we spent so much effort on it, and why you shouldn't rely on this type of data from anyone else.

One last example, in this case there's only a delay of 82 ms. Again, this is the first frame of the radar event triggering. There's multiple factors going into why the delay length is so "random", which means it's even harder to work around.

How does it work now?

Instead of relying on the flawed radar events, we now keep track of all player positions throughout the game. Then once a significant event occurs (i.e. a player was hurt or a shot was fired) we can run through those tracked positions and figure out;

  1. Whether the attacker is shooting at an enemy currently
  2. If the attacker has seen an enemy recently
  3. How far is the attacker’s crosshair from the actual enemy vs when they first saw them?
  4. Can the attacker see any part of the enemy’s body or gun?

In short, we now much more accurately determine if you saw an enemy, and when you first saw the enemy, making examples like the screenshots above a thing of the past.

This rework allows us to give you a much more accurate picture of your aim, crosshair placement and time to damage. This has led to the crosshair placement and time-to-damage figures being much more realistic.

In most cases they will end up being larger than they were before because we can now accurately identify the first moment that a player saw an enemy, so you might see your stats change significantly after this update.

What has been affected?

The following stats have been affected by this update:

  • Accuracy (Enemy spotted)
    • If you’re primarily AWPing, this would often go up as we now have time to register the enemy as spotted before your shots
    • If you’re only AWPing some of the time or exclusively rifling, this stat may change in either direction as it’s now more accurately measured.
  • Crosshair placement
    • In most cases, this would go up as the initial moment of spotting the enemy is now more accurately calculated
  • Time to damage
    • In most cases, this would go up as the initial moment of spotting the enemy is now more accurately calculated
  • Counter strafing
    • This stat may change in either direction as we now more accurately know if you had an enemy in your Field of View or not.
  • Spray accuracy
    • This stat may change in either direction as we now more accurately know if you had an enemy in your Field of View or not.

All of the benchmarks for these statistics have also been updated based on our new data, so you know if you’re doing well or poorly.

Please also note that this new logic & stats will only apply to any games analysed on or after 2020-10-04.

Looking forward

This has taken massive effort from the entire Leetify team, and we’re super excited to finally be able to release this improvement.

This doesn’t just make our data much more accurate than that of other solutions. It also enables us to build some awesome new features that we can’t wait to show you.

To make sure you don’t miss those features or if you have questions around this update, make sure to join our Discord server!

FAQ

These new benchmarks seem high?

They're just a lot more accurate. These benchmarks are based on data from hundreds of thousands of players, so they have a healthy sample size. We've also double and triple checked a lot of this data manually.

There's a few reasons why they might seem high:

  1. The reference point is the previous benchmarks, which were not as accurate and skewed towards the lower end (examples above shows why there regularly was several 100 ms and several degrees of crosshair placement shaved off those)
  2. Time to damage is NOT reaction time. It's a combination of your accuracy, crosshair placement and your reaction time, so don't expect it to be near 200 ms. For example, time between bullets in AK/M4 is 90-100 ms so if you miss the first 1-3 bullets you immediately spike up several 100 ms, on top of your reaction time and crosshair adjustment. If you check some engagements in demos, you'll quickly find that 400-500 ms TTD is actually really fast in a CS engagement.
  3. 10 degrees is less than you might think