Counter-Strike 2

Counter-Strike 2

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STRESSFIRE Sep 10, 2023 @ 9:24am
CS2 64 TICKRATE CONFIRMED
The game changes, but there are things that remain the same. Apparently, after various information about the sub-tick, Valve will maintain the same method it currently uses in Counter-Strike: Global Offensive.

The information comes from ThourCS who, last Saturday, shared a post on his X account stating that Valve will maintain 64 ticks in Counter-Strike 2 matchmaking and 128 on the FACEIT platform.

Remember that, on March 22, the day Counter-Strike 2 was announced, Valve had announced the introduction of the new sub-tick technology, which would implement 128-tick servers in matchmaking.

A few months later, and with a large part of the community already having access to the limited test mode, it seems that it was all just an illusion. Therefore, everything will remain as it was in CS:GO, with FACEIT presenting better servers.
Last edited by STRESSFIRE; Sep 10, 2023 @ 9:24am
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Showing 1-15 of 19 comments
STRESSFIRE Sep 10, 2023 @ 9:28am 
Originally posted by ɴᴏ ꜱᴛʀᴇꜱꜱ ☮:
The game changes, but there are things that remain the same. Apparently, after various information about the sub-tick, Valve will maintain the same method it currently uses in Counter-Strike: Global Offensive.

The information comes from ThourCS who, last Saturday, shared a post on his X account stating that Valve will maintain 64 ticks in Counter-Strike 2 matchmaking and 128 on the FACEIT platform.

Remember that, on March 22, the day Counter-Strike 2 was announced, Valve had announced the introduction of the new sub-tick technology, which would implement 128-tick servers in matchmaking.

A few months later, and with a large part of the community already having access to the limited test mode, it seems that it was all just an illusion. Therefore, everything will remain as it was in CS:GO, with FACEIT presenting better servers.

CS2 is a joke
Vault Hunter 101 Sep 10, 2023 @ 9:30am 
You cannot compare subtick to 64/128 ticks. It's basically as many ticks as game needs
76561197963519852 Sep 10, 2023 @ 9:32am 
I don't remember 128 tick ever being advertised
Zell Sep 10, 2023 @ 9:34am 
I'm not surprised. Valve will and always will, cut corners where they can to increase profit. A 128 tick server+ would have been a pipe dream, we should all be ashamed for letting Valve trick us yet again. What I did notice however is that the hit registration and overall connectivity of shots and combat on CS2 is actually WORSE than it is on CSGO. Something I didn't want to openly admit after praising CS2 so much, but alas, I must eat my words.
Zell Sep 10, 2023 @ 9:35am 
Originally posted by redacted:
I don't remember 128 tick ever being advertised

Higher tick rates was advertised by Valve as its initial promotion. If they've backtracked it and deleted that comment as a form of sweeping it under the rug, nobody knows. Lest we are going through yet another Mandela Effect.
Vault Hunter 101 Sep 10, 2023 @ 9:40am 
Originally posted by redacted:
I don't remember 128 tick ever being advertised

This ^
From the CS2 Limited test page:
"WHAT YOU SEE IS WHAT YOU GET
Tick rate no longer matters for moving, shooting, or throwing.
Sub-tick updates are the heart of Counter-Strike 2. Previously, the server only evaluated the world in discrete time intervals (called ticks). Thanks to Counter-Strike 2’s sub-tick update architecture, servers know the exact instant that motion starts, a shot is fired, or a ‘nade is thrown.

As a result, regardless of tick rate, your moving and shooting will be equally responsive and your grenades will always land the same way."
and
https://youtu.be/GqhhFl5zgA0
LeMonKy Sep 10, 2023 @ 9:42am 
sub-tick is not 128, what you talking about?
HellDuke Sep 10, 2023 @ 9:46am 
Valve never said they would implement 128 ticks. They said that they will implement sub-ticks and that's it. Quite the contrary, Valve had always held that they would never have 128 ticks for public matchmaking servers so getting 128 tick would be walking back on their word, not the other way around.
Last edited by HellDuke; Sep 10, 2023 @ 9:47am
Renos Sep 10, 2023 @ 9:46am 
Originally posted by ɴᴏ ꜱᴛʀᴇꜱꜱ ☮:
The game changes, but there are things that remain the same. Apparently, after various information about the sub-tick, Valve will maintain the same method it currently uses in Counter-Strike: Global Offensive.

The information comes from ThourCS who, last Saturday, shared a post on his X account stating that Valve will maintain 64 ticks in Counter-Strike 2 matchmaking and 128 on the FACEIT platform.

Remember that, on March 22, the day Counter-Strike 2 was announced, Valve had announced the introduction of the new sub-tick technology, which would implement 128-tick servers in matchmaking.

A few months later, and with a large part of the community already having access to the limited test mode, it seems that it was all just an illusion. Therefore, everything will remain as it was in CS:GO, with FACEIT presenting better servers.
alright someone clearly does not understand how CS2;s netcode works.
CS2 is no longer fully tick based.
and the server no longer operates at just 64 tick.
so heres a rough slimmed down version of how CS2 now works.
anything relating to gunfights are now sub tick based (aiming shooting movement hit reg) these now update ASAP and happen faster than both 64 tick and 128 tick,
grenade physics are now processed at 128 tick no matter what or hard coded to behave exactly like a 128 tick CSGO server.
unimportant gamestate information now only updates at 64 tick.
i would go into more depth but seeing how you could not actually read what valve posted it would do you no good.
MaHoneyDE Sep 10, 2023 @ 10:10am 
Originally posted by Renos:
Originally posted by ɴᴏ ꜱᴛʀᴇꜱꜱ ☮:
The game changes, but there are things that remain the same. Apparently, after various information about the sub-tick, Valve will maintain the same method it currently uses in Counter-Strike: Global Offensive.

The information comes from ThourCS who, last Saturday, shared a post on his X account stating that Valve will maintain 64 ticks in Counter-Strike 2 matchmaking and 128 on the FACEIT platform.

Remember that, on March 22, the day Counter-Strike 2 was announced, Valve had announced the introduction of the new sub-tick technology, which would implement 128-tick servers in matchmaking.

A few months later, and with a large part of the community already having access to the limited test mode, it seems that it was all just an illusion. Therefore, everything will remain as it was in CS:GO, with FACEIT presenting better servers.
alright someone clearly does not understand how CS2;s netcode works.
CS2 is no longer fully tick based.
and the server no longer operates at just 64 tick.
so heres a rough slimmed down version of how CS2 now works.
anything relating to gunfights are now sub tick based (aiming shooting movement hit reg) these now update ASAP and happen faster than both 64 tick and 128 tick,
grenade physics are now processed at 128 tick no matter what or hard coded to behave exactly like a 128 tick CSGO server.
unimportant gamestate information now only updates at 64 tick.
i would go into more depth but seeing how you could not actually read what valve posted it would do you no good.
yeah but people dont understand that such a system needs "tweaking" and bug fixes to work as intendet
the subtick system CAN be better but atm due interp problems and insane peeker advantage it feels worse
ziXXo Sep 10, 2023 @ 10:13am 
Those who say it isnt a different between 64 tick and 128 tick havent played cs enough...
Renos Sep 10, 2023 @ 10:26am 
Originally posted by z1xxo:
Those who say it isnt a different between 64 tick and 128 tick havent played cs enough...
there is a diffrence between the 2 in csgo
but the fact still is majority of the playerbase could not tell the diffrence with nades or bhop disabled. Or cant actually keep up with 128 tick to make the most out of it.
in my experience in CS 2 there actually isn't a huge difference between a good premier server and faceit's hacked in implementation of "128 tick".
like core movement and shooting feel identical its just that due to faceit have about 1000x way less strain on their servers due to low player count and likely less debug information going on. the server has less random response lags. Like how it felt in the early CS2 limited test before the massive amount of players showed up with the premier update.
Favorite Sep 10, 2023 @ 10:43am 
poor valve cant afford 128 tick servers after they made billions with skins?
76561197963519852 Sep 10, 2023 @ 11:15am 
Originally posted by Favorite:
poor valve cant afford 128 tick servers after they made billions with skins?
I think it's more about servers.

Can every server provide that experience?

I've heard that 128 tick performs worse if the server is too far away.
Functen Frank Sep 10, 2023 @ 11:24am 
i think that with skill you would be able to let go of this belief
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Date Posted: Sep 10, 2023 @ 9:24am
Posts: 18