FPSCalc · free tools for players

Peeker's Advantage Calculator

How much free time does the player swinging the corner actually get? This breaks the delay into its five components, then converts that time into distance travelled and pixels of movement on your screen.

Set the ping of both players and pick a game.
Cute chibi illustration: one character peeks around a wall corner while the defender waits behind cover
Peeker's advantage—
Distance travelled—
On-screen movement—
Reaction time left—
Sets tick rate, interp buffer and run speed.
128 Hz = 7.81 ms per tick, 64 Hz = 15.63 ms, 20 Hz = 50 ms.
—
One frame of display delay: 1000 / FPS.
Editable estimate; measure in-game for accuracy.
103° is 16:9 at 90° vertical; 90° is 4:3 stretched.

The delay chain, to scale

— 0 ms

The geometry behind the window

defender (you) peeker line of sight clears the corner

The dashed swing is the peeker's path; the shaded cone is where you are looking. They appear on your screen only after the full delay chain above has elapsed — until then your screen shows an empty corner.

Where the milliseconds come from

ComponentDelayWhy it exists

Same duel at different tick rates

Tick rateTick intervalAdvantageDistancePixels

Same duel at different ping pairs

Peeker / defender pingAdvantageDistancePixels
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Read this before you blame netcode. These numbers are the mechanical delay only. Human reaction time is roughly 200–250 ms and dominates everything above — a 40 ms advantage is real but small next to a slow react. The model also assumes the defender is standing still and pre-aimed, that the peeker's movement is applied by the server at the next tick boundary, and that no packet loss forces a larger interpolation buffer.

FAQ

What exactly is being measured?

The time between the peeker starting to move on their own screen (client prediction shows it instantly) and the defender's screen first showing that movement. During that window the peeker can see and shoot the defender while the defender's screen still shows an empty corner.

Where does the formula come from?

Riot's technical engineering lead published it for VALORANT: enemy client frame time + enemy one-way network lag + server frame time + your one-way lag + network interpolation delay. This calculator uses the same five terms and generalises them to any tick rate.

Why does CS2 subtick not show up as a separate input?

Subtick timestamps when you clicked, so it removes tick quantisation from shot timing. Movement and the snapshot the defender receives are still simulated and sent on the 64 Hz tick boundary, so the visibility delay this calculator measures is still governed by the tick rate. On Premier the server runs 128 Hz, which halves both tick terms.

Why does holding further from the corner help?

The peeker's lead is a fixed amount of time, so the same metres of travel sweep a smaller angle across your screen when you stand further back. Fewer pixels per millisecond is more time to react — the network delay is unchanged, your angle geometry is doing the work.

Does a high-ping player gain an advantage by peeking?

They gain a larger visibility window, yes, but their own inputs and shots are equally delayed, and they suffer the same penalty when they are the one holding. Riot's position is that high ping degrades the game for everyone and is not a net advantage.

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