Counter-Strike 2

Counter-Strike 2

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Beelzebubbs Dec 10, 2023 @ 2:17pm
Still boring as hell, where are my fun game modes and 128-tick servers?
???
Last edited by Beelzebubbs; Dec 10, 2023 @ 2:19pm
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Showing 1-14 of 14 comments
ms2k7 Dec 10, 2023 @ 2:38pm 
Are you dumb, they don't even us the old system anymore they introduced a new server architecture called sub-tick meaning the server can calculate every players precise actions between ticks
PEPE OSEPE Dec 10, 2023 @ 2:43pm 
Originally posted by ms2k7:
Are you dumb, they don't even us the old system anymore they introduced a new server architecture called sub-tick meaning the server can calculate every players precise actions between ticks
Yeah but the server behind still have 64 ticks thats why you die behind walls xD
LeMonKy Dec 10, 2023 @ 2:48pm 
Originally posted by PEPE OSEPE:
Originally posted by ms2k7:
Are you dumb, they don't even us the old system anymore they introduced a new server architecture called sub-tick meaning the server can calculate every players precise actions between ticks
Yeah but the server behind still have 64 ticks thats why you die behind walls xD
That has nothing to do with ticks. It is caused by latency from playing on the internet. Every online game suffers from similar stuff
Renos Dec 10, 2023 @ 3:01pm 
Originally posted by PEPE OSEPE:
Originally posted by ms2k7:
Are you dumb, they don't even us the old system anymore they introduced a new server architecture called sub-tick meaning the server can calculate every players precise actions between ticks
Yeah but the server behind still have 64 ticks thats why you die behind walls xD
another person who does not know what they are talking about,

tickrate is basically irrelevant in cs2 when subtick is a thing and also a bunch of things are no longer tied to the tickrate. The only thing thing upping the tickerate would even do for cs2 is instead of the server responding back every 15ms its 7ms
a 8ms difference that is literally unnoticeable and would get eaten by your ping anyway.

There is also the fact of you never actually died behind a wall. You died out in the open and due to ping differences it can take a bit for the server to actually get this information to you,

and this only happens should the ping difference between you and the player that shot you is roughly 100ms.
Beelzebubbs Dec 10, 2023 @ 3:17pm 
Originally posted by ms2k7:
Are you dumb, they don't even us the old system anymore they introduced a new server architecture called sub-tick meaning the server can calculate every players precise actions between ticks
I am aware of it and have found that it is inferior.
Renos Dec 10, 2023 @ 3:34pm 
Originally posted by PEPE OSEPE:
Originally posted by Renos:
another person who does not know what they are talking about,

tickrate is basically irrelevant in cs2 when subtick is a thing and also a bunch of things are no longer tied to the tickrate. The only thing thing upping the tickerate would even do for cs2 is instead of the server responding back every 15ms its 7ms
a 8ms difference that is literally unnoticeable and would get eaten by your ping anyway.

There is also the fact of you never actually died behind a wall. You died out in the open and due to ping differences it can take a bit for the server to actually get this information to you,

and this only happens should the ping difference between you and the player that shot you is roughly 100ms.
Since subtick we have this problem that players dies behind walls. The old architecture was simple. Client had nothing to say, the server was the master for everything. Now we have subticks which basically allows the client to bring the latency. You mentioned that you onl have 15ms delay instead of 7ms which is basically bs. Let me explain: if your ping is 50 and your client miss the last server response because of the 64 ticks, you don't get a 7ms delay but 50+7ms delay. The more responsive the master server is, the faster the communication which eliminates the issue of dying behind a wall with a decent ping. If you need some lessons in networking, just let me know. :)
nope dying behind walls isnt a cs2 exclsuive thing magically brought by subtick
it happened in go as well under the exact same circumstances.
but GO did this clever thing of fading the screen to black and teleporting your body to where you actually died. Thus you never actually noticed it, CS2 lacks this fade to black.

"The old architecture was simple. Client had nothing to say, the server was the master for everything. Now we have subticks which basically allows the client to bring the latency. You mentioned that you onl have 15ms delay instead of 7ms which is basically bs. Let me explain: if your ping is 50 and your client miss the last server response because of the 64 ticks, you don't get a 7ms delay but 50+7ms delay. The more responsive the master server is, the faster the communication which eliminates the issue of dying behind a wall with a decent ping. If you need some lessons in networking, just let me know. :):

This entire explanation is just wrong on so many levels.
subtick does nothing in regards to "allowing client to bring latency"
What subtick does is now every critical action is recorded and timestamped and sent off to server regardless of when it happened. The server then gets this info and reads back the timestamps and does some complicated calculations as to determine what actually happened. Upon the next available tick the server will send its response back to the clients. at 64 ticks this would be be a response every 15ms.

if your client somehow missed this response its not because of the tickrate, Its because your internet sucks and you have packet loss.
Now say if your ping is 50ms it takes 50ms for the packet to get from you to the server and vice versa.
meaning it wouldn't matter when the server sends a response weather it be every 7ms or 15ms it would still take 50ms to actually reach you.

there is no weird 50+7 math going on here. your trying to merge 2 worlds here tickrate and network latency.
420 Dec 10, 2023 @ 3:36pm 
Originally posted by ms2k7:
Are you dumb, they don't even us the old system anymore they introduced a new server architecture called sub-tick meaning the server can calculate every players precise actions between ticks
yeah and it sucks, bring back 128 tick like everybody was asking for
PEPE OSEPE Dec 10, 2023 @ 3:56pm 
Originally posted by Renos:
Originally posted by PEPE OSEPE:
Since subtick we have this problem that players dies behind walls. The old architecture was simple. Client had nothing to say, the server was the master for everything. Now we have subticks which basically allows the client to bring the latency. You mentioned that you onl have 15ms delay instead of 7ms which is basically bs. Let me explain: if your ping is 50 and your client miss the last server response because of the 64 ticks, you don't get a 7ms delay but 50+7ms delay. The more responsive the master server is, the faster the communication which eliminates the issue of dying behind a wall with a decent ping. If you need some lessons in networking, just let me know. :)
nope dying behind walls isnt a cs2 exclsuive thing magically brought by subtick
it happened in go as well under the exact same circumstances.
but GO did this clever thing of fading the screen to black and teleporting your body to where you actually died. Thus you never actually noticed it, CS2 lacks this fade to black.

"The old architecture was simple. Client had nothing to say, the server was the master for everything. Now we have subticks which basically allows the client to bring the latency. You mentioned that you onl have 15ms delay instead of 7ms which is basically bs. Let me explain: if your ping is 50 and your client miss the last server response because of the 64 ticks, you don't get a 7ms delay but 50+7ms delay. The more responsive the master server is, the faster the communication which eliminates the issue of dying behind a wall with a decent ping. If you need some lessons in networking, just let me know. :):

This entire explanation is just wrong on so many levels.
subtick does nothing in regards to "allowing client to bring latency"
What subtick does is now every critical action is recorded and timestamped and sent off to server regardless of when it happened. The server then gets this info and reads back the timestamps and does some complicated calculations as to determine what actually happened. Upon the next available tick the server will send its response back to the clients. at 64 ticks this would be be a response every 15ms.

if your client somehow missed this response its not because of the tickrate, Its because your internet sucks and you have packet loss.
Now say if your ping is 50ms it takes 50ms for the packet to get from you to the server and vice versa.
meaning it wouldn't matter when the server sends a response weather it be every 7ms or 15ms it would still take 50ms to actually reach you.

there is no weird 50+7 math going on here. your trying to merge 2 worlds here tickrate and network latency.
It never happend in csgo that you got killed behind a wall. It was not even physically possible because csgo had a fully authoritative server which sends the game state update every 64ticks. Let me proof this by a simple example. If you was hitting a moving target, you could client-sided see that you hitted the shot but the enemy didn't got damage. Thats because the server has compared your crosshair position and the target position at the exact same tick. Subtick brings 100% latency in the game because the client is allowed to tell the server a client sided game state which is dependent on your ping. In addition you have a slow 64tick server which brings more latency in the calculation because the server needs more time to send you the next game state update. ^.^

You may tell the exact timestamp (client-sided) but doesn't change the thing that the next game state update is physically in the past which allows to get killed behind walls.
Last edited by PEPE OSEPE; Dec 10, 2023 @ 3:57pm
Quasi-Bad Dec 10, 2023 @ 4:32pm 
Best they can do is busted sub tick and wonky ass grenades that throw off center.
Mia Wallace Dec 10, 2023 @ 4:44pm 
cs2 is bs, give us cs:go back with 128tick server and we are fine !
PEPE OSEPE Dec 11, 2023 @ 6:00am 
Originally posted by Quasi-Bad:
Best they can do is busted sub tick and wonky ass grenades that throw off center.
The subtick is a modern used networking architecture. Would be better to stay with the old architecture and increase game server state update to 128tick. Could be also a "premier only" thing which you have to pay for. For cs2 64ticks is not enough. Dont listen to the bots like @Renos. Since cs2 lots of people are complaining about getting killed behind walls. It was never a thing in csgo. And the mr game dev aka Renos tries to tell us that it's not a subtick thing. Bruh, go to school and learn. xD
Renos Dec 11, 2023 @ 7:44am 
Originally posted by PEPE OSEPE:
Originally posted by Quasi-Bad:
Best they can do is busted sub tick and wonky ass grenades that throw off center.
The subtick is a modern used networking architecture. Would be better to stay with the old architecture and increase game server state update to 128tick. Could be also a "premier only" thing which you have to pay for. For cs2 64ticks is not enough. Dont listen to the bots like @Renos. Since cs2 lots of people are complaining about getting killed behind walls. It was never a thing in csgo. And the mr game dev aka Renos tries to tell us that it's not a subtick thing. Bruh, go to school and learn. xD
you say this never happened in csgo
explain this then
https://www.youtube.com/watch?v=b19VYXqWknA
or this
https://www.youtube.com/watch?v=IGLAg5LmZC0
or this
https://www.youtube.com/watch?v=gXx7Jx1Ww3w
happens in other games as well
we can user overwatch 1 a game that has really good netcode
https://www.youtube.com/watch?v=VO-F0-QBlp0
heres another example from bf4
https://www.youtube.com/watch?v=X_ezpe4lyx4

It happens every shooter and is a result of ping differences between players bumping the tick rate would not magically fix it. the summitclip was even from a 128 tick GO server
you keep throwing around school would love to see where you went if they teach you such nonsense.
LeMonKy Dec 11, 2023 @ 7:51am 
Originally posted by Renos:
Originally posted by PEPE OSEPE:
The subtick is a modern used networking architecture. Would be better to stay with the old architecture and increase game server state update to 128tick. Could be also a "premier only" thing which you have to pay for. For cs2 64ticks is not enough. Dont listen to the bots like @Renos. Since cs2 lots of people are complaining about getting killed behind walls. It was never a thing in csgo. And the mr game dev aka Renos tries to tell us that it's not a subtick thing. Bruh, go to school and learn. xD
you say this never happened in csgo
explain this then
https://www.youtube.com/watch?v=b19VYXqWknA
or this
https://www.youtube.com/watch?v=IGLAg5LmZC0
or this
https://www.youtube.com/watch?v=gXx7Jx1Ww3w
happens in other games as well
we can user overwatch 1 a game that has really good netcode
https://www.youtube.com/watch?v=VO-F0-QBlp0
heres another example from bf4
https://www.youtube.com/watch?v=X_ezpe4lyx4

It happens every shooter and is a result of ping differences between players bumping the tick rate would not magically fix it. the summitclip was even from a 128 tick GO server
you keep throwing around school would love to see where you went if they teach you such nonsense.
Indeed people just want to blame subtick for everything here. Lag exists and theres not really anything one can do. Lag compensation and death animations make it just feel different. You either die behind the wall or get teleported back to where you actually are and die there. Thats the choice devs need to choose when making netcode.
Originally posted by KigLeMonKy:
Originally posted by Renos:
you say this never happened in csgo
explain this then
https://www.youtube.com/watch?v=b19VYXqWknA
or this
https://www.youtube.com/watch?v=IGLAg5LmZC0
or this
https://www.youtube.com/watch?v=gXx7Jx1Ww3w
happens in other games as well
we can user overwatch 1 a game that has really good netcode
https://www.youtube.com/watch?v=VO-F0-QBlp0
heres another example from bf4
https://www.youtube.com/watch?v=X_ezpe4lyx4

It happens every shooter and is a result of ping differences between players bumping the tick rate would not magically fix it. the summitclip was even from a 128 tick GO server
you keep throwing around school would love to see where you went if they teach you such nonsense.
Indeed people just want to blame subtick for everything here. Lag exists and theres not really anything one can do. Lag compensation and death animations make it just feel different. You either die behind the wall or get teleported back to where you actually are and die there. Thats the choice devs need to choose when making netcode.

https://www.youtube.com/watch?v=8f0ljVok71U
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Date Posted: Dec 10, 2023 @ 2:17pm
Posts: 14