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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.
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.
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.
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.
https://www.youtube.com/watch?v=8f0ljVok71U