Counter-Strike 2

Counter-Strike 2

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Kurtsa10000 Sep 27, 2016 @ 1:09am
How we can get Valve to change servers to 128
Help me with this tell to your friends contact valve anything please, lets make csgo better game:)
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Showing 1-15 of 44 comments
gLo0w Sep 27, 2016 @ 1:10am 
Why should they change to 128 Tick? Why would it make csgo better?
Because its not beneficial for them, people will play CSGO regardless of the tick and we won't have a massive boost of player base if Valve decided to make the tick higher. The only way they would do this is if they would create membership fee... which is what PUGS such as ESEA and FACEIT are already doing.
Kurtsa10000 Sep 27, 2016 @ 1:14am 
Originally posted by gLo0w:
Why should they change to 128 Tick? Why would it make csgo better?
The 128 tick servers updates 128times/ second what means that if you peak in mid and go back to behind a wall it doesnt come late to enemy... In 64tick servers you go behind wall in enemys POV you are still in mid this doesnt happen in 128
gLo0w Sep 27, 2016 @ 1:15am 
Originally posted by peniskanuuna:
Originally posted by gLo0w:
Why should they change to 128 Tick? Why would it make csgo better?
The 128 tick servers updates 128times/ second what means that if you peak in mid and go back to behind a wall it doesnt come late to enemy... In 64tick servers you go behind wall in enemys POV you are still in mid this doesnt happen in 128
Thats not ture... You are speaking bout netcode issues, which 128 Tick dont "magically" solve
oldirty` Sep 27, 2016 @ 1:17am 
Maybe somewhere in 2020
Kurtsa10000 Sep 27, 2016 @ 1:17am 
Originally posted by gLo0w:
Originally posted by peniskanuuna:
The 128 tick servers updates 128times/ second what means that if you peak in mid and go back to behind a wall it doesnt come late to enemy... In 64tick servers you go behind wall in enemys POV you are still in mid this doesnt happen in 128
Thats not ture... You are speaking bout netcode issues, which 128 Tick dont "magically" solve
That is true also but tickrates do a lot in this problem
gLo0w Sep 27, 2016 @ 1:19am 
Originally posted by peniskanuuna:
Originally posted by gLo0w:
Thats not ture... You are speaking bout netcode issues, which 128 Tick dont "magically" solve
That is true also but tickrates do a lot in this problem
Sure, whatever you think.... :steamfacepalm:
But tell me, how often does this happen to you? How often does a difference of 1/64th of a second kill you?
Kurtsa10000 Sep 27, 2016 @ 1:21am 
Originally posted by gLo0w:
Originally posted by peniskanuuna:
That is true also but tickrates do a lot in this problem
Sure, whatever you think.... :steamfacepalm:
But tell me, how often does this happen to you? How often does a difference of 1/64th of a second kill you?
I happens like 6 times out of 10times
gLo0w Sep 27, 2016 @ 1:27am 
Originally posted by peniskanuuna:
Originally posted by gLo0w:
Sure, whatever you think.... :steamfacepalm:
But tell me, how often does this happen to you? How often does a difference of 1/64th of a second kill you?
I happens like 6 times out of 10times
You sure? You die lets say 2 times in 10 when you peak mid on d2 as CT on 128 Ticks and 8 times on 64 tick? I dont think that the difference of 15 Msec make such a difference
Kurtsa10000 Sep 27, 2016 @ 1:35am 
Believe it makes the huge difference
skrald Sep 27, 2016 @ 1:36am 
It would cause a huge fuss with people struggling to play the game. We already have this huge delusional crowd who think anything under 500fps at 1024x760 is unplayable.

We definitely do not need more fictional "facts" about pseudo performance. plenty of Globals at 1080p, 60 hz and average of 200 fps. spend more time playing and less complaining about small things.
Last edited by skrald; Sep 27, 2016 @ 1:38am
Jo_Mei Sep 27, 2016 @ 1:38am 
i dont think its tickrate only , i think it has to do with serversettings alltogether, could be that official valve servers are set up a little bit noob, highping, toaster friendly compared to esea

i experience icing again , and its horrible to play like this, constant changing mousefeel ,
horrible in casualgaming and mm i am not playing at all anymore
Last edited by Jo_Mei; Sep 27, 2016 @ 1:44am
BIG TOBACCO Sep 27, 2016 @ 1:40am 
Originally posted by peniskanuuna:
Originally posted by gLo0w:
Sure, whatever you think.... :steamfacepalm:
But tell me, how often does this happen to you? How often does a difference of 1/64th of a second kill you?
I happens like 6 times out of 10times
Here, I'll explain it to you for future reference and better understanding.

Before doing so, the reason why Valve has not made 128tick servers is simply put and said that some people do not have capable hardware in doing so.

Now, to explain tickrate.

TLDR - Simply put, a 'tick' deals with the smallest amount of time the game engine deals with – it is how many discrete steps the game can move in one second. With a higher tick rate, game physics can appear smoother or more realistic, but this comes at a heavy cost of processing power.
So a tickrate would be the server's tickrate is the number of game frames that the server processes in a single second. This is sometimes also referred to as the server FPS, which is confusing as the server still has the max_fps command.

In another sense, it's a count of how many 'samples' you take from a (theoretical) real-life scenario. The more samples you take, the less jumpy the data are.

To understand the meaning of a tick first you need to have a high level understanding of a game loop. In a standard game loop you have three main functions:

- Process user input
- Update the game state
- Render to screen
These will loop over and over throughout the game. There are controls on the loop so that 2 different pieces of hardware (e.g. PCs) don't run the loop at different rates. This is also important in server-client setups like Counter-Strike so that all clients are running in sync. A tickrate is used to control how often the game state is updated. A tickrate of 60 would update the game state 60 times every second. You will often see this number represented as ticks, tickrate, ticks per second and tps.

Note that the rendering to screen is often controlled differently (common to see 60 frames per second, or 60fps). Complex loops try to decouple the tickrate and frame rate, so that longer processing time doesn't cause jumps in the graphics. Although linked, it is important to understand that the game updates (controlled by ticks per second) is different from screen updates (controlled by frames per second).

Some online games such as Titanfall have much lower tickrates (20). This means that every second the game world has been updated 20 times and rendered to screen 60 times (assuming 60 fps).

I have seen a lot of threads about asking Valve to add higher tick servers, but what does a higher "tick" get you?
A high tick rate will make the game appear more responsive because your actions (moving, firing etc) are being reflected in the game state more regular. However, it is more demanding on your machine/server and potential client network.

For a higher tickrate, lower end machines may struggle. Also, depending on netcode (which may be optimised for 60 rather than 100+) you could see other bugs with sync, floating point issues etc.

So in short, a higher tick rate will see the benefits if the clients can keep up (with CPU and bandwidth). Failing that, they will experience more lag/issues than on a 60 tick server. Also, the cost will be higher for servers to run higher tick rates (plus the bandwidth costs, as you are updating the clients more often).

Other games with dedicated servers will have much lower tick-rates than 60, both to increase the audience (more people able to run without issues) and to reduce cost. The game doesn't feel as responsive as a higher tick rate game/server, which is very minor considering we are talking about update rates of 20 or 60 times every second. How many times can you click the mouse in any one second, anyway?
Last edited by BIG TOBACCO; Sep 27, 2016 @ 1:41am
gLo0w Sep 27, 2016 @ 1:40am 
Originally posted by Jo_Mei:
i dont think its tickrate only , i think it has to do with serversettings alltogether, could be that official valve servers are set up a little bit noob, highping toaster friendly
Is that a bad thing thoe? Option 1 for Valve lets say cost for server doesnt matter is to up it to 128 Ticks and loose around 30 % of the playerbase bc they cant run the game anymore... Option 2 is to make some of these wannabe Pros unhappy and leave it at 64 Tick and dont loose that 30%... TBH, its logic what will (not) happen
Zita1 Sep 27, 2016 @ 1:41am 
Valve already said they won't be adding 128 tick server ( at least not with the current engine ) because people with low end computers won't be able to run the game then
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Date Posted: Sep 27, 2016 @ 1:09am
Posts: 44