安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
movement is as good as 128 tick csgo
hitreg is way better than 64 tick MM and pretty much on par with faceit.
There is the odd server lag here and there and i've only died behind a wall once but everyone was having connection issues that game. but my shots that are actually on target hit all of the time.
after i learned to ignore the tracers my spray is pretty much the same as in csgo
I've also mostly trained out the bad muscle memory regarding flickshots from csgo to the point where my aim gets worse in csgo when switching between the 2.
Lag compensation and frame stutter is a huge issue and they've not even attempted at fixing it yet as it was in the last beta too :/
but releases on sat xd
subtick is working mostly fine.
lag comp and interp are the biggest concern right now.
i think frame stutter is a hardware issue on most people's ends could also be shader comp issues since its a beta and valve didnt ship any premade ones.
Frame stutter is caused by subtick not being set up correctly - some few interesting sciency posts on reddit that explain it in graphs etc
You do something? Well with 64/128 tick it will happen for the server after some time. With subtick, it doesnt have to wait for the next tick. Feel free to correct me
CS2 operates at a 64 tick update rate. meaning most things in the game refreshes every 15.6MS. This can include physics objects, bot AI, animation timing. sounds etc.
but subtick updates have been added and these occur instantly outside the normal tick window.
we don't know what exactly in the game gets the subtick speed while others update at the normal tick speed.
but heres some guesses and confirmed things that update at subtick
hitreg
crosshair placement
movement keys pressed
attack keys pressed
player positions
these all updated at the moment they occur outside the normal tick window aka subtick.
now grenade and player physics are likely hardcoded to behave exactly like a 128tick csgo client.
now because of how valve set this up the result is that all the important things relating to actually playing the game feels exactly the same or is better than a 128tick csgo server.