Counter-Strike 2
Whats the Difference between 128 tick Servers and 64 Tick server?
I practice on a 128 tick deathmatch server and i can hit headshots with ezzz, but as soon as i play MatchMaking i cant hit anything. Is this because of the difference between the ticks?
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I played cs with more then 200 fps but there is.no difference...You can play very good at 70...Even so, you can have 1000 + fps but if you dont own a monitor with 1000 HZ( I know it doesnt exist ) is useless...No difference....Most people own 60 Hz monitor so...you can have 25468562358 fps and its useless... Cheers...Sorry for my bad english if there is any mistake..

Very wrong in many ways, first of all the eye can see up to 600fps w/ motion blur (and possibly greater ) and detect a difference as well. Also playing at a greater FPS than your monitor can refresh IS an advantage, because your mouse's movement is rendered say 300 times per second, the thing is that you can SEE it moving at 60fps makes no difference.

Locking your framerate to 60 with your refresh rate would make your rendered images render 60 times per second, and so your mouse snapshots 60 times per second (far more inaccurately than having your mouse snapping 300 snapshots) (then again the thing is that you SEE the snapshots 60 times per second instead of 300 times per second) There's still a clear advantage in accuracy.

I would like to address the following matter

Human eyes do not see "frames", we are not computers, nor do we calculate what we are able to perceive in "frames per second". What would the equivalent be??

Simple, a flow of photons from the object are received into the retina, then sending a message to the brain through a chemical reaction. Arguably, 60fps or 120fps will do no difference in visibility, however smoothens the scene. Even going as far as 640fps will do no difference in how you see the game, rather, a difference in the feel of movement.
Автор сообщения: e v o l v e !
128 tickrate is hyped by self proclaimed skilled players who fail in matchmaking. They forget that lag on public servers has much greater effect.

Even pros play on 64 tick matchmaking for fun, you don't see them complain.
Автор сообщения: symmo
Автор сообщения: iAmForsakeN
the people sais with 64 tick you have bad Hits in the other players, i think this's false
https://gfycat.com/CarelessUnfitHyena
Think again..
Interesting thing here, but sadly what you think happened did not actually happen.

After the player in this photo shoots the enemy in front of him in the head, while the enemy is oddly able to keep moving, the kill log shows that they were just killed by the player. I believe this was a latency issue.

Now, before you disagree with my last statement, check this out: even though the player's death ragdoll was applied physics force as if the person in front of the player killed them, you can see in the kill log that a different enemy actually killed them.
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Additionally, you can see shots from behind the player hitting the wall in front of them, and even before that, you can see in the kill log that the enemy who actually killed the player got a different kill just before the bullets flying over the player's head began to start.

Note: to view the image in closer detail, either:
1. Open the configuration panel on the page, and open the large version.
2. Click this link:
https://giant.gfycat.com/CarelessUnfitHyena.gif
There is a noticeable difference in 128 tick. Anyone who says otherwise is an idiot.
I gotta agree with "THIS SOUP IS ♥♥♥♥♥♥♥ DRY!". Been playing CS:GO since launch, got to Global Elite, and indeed MM's 64tick is inaccurate related to community's 128tick competitive servers, like ESEA, FaceIt, etc.
Автор сообщения: ็็
I gotta agree with "THIS SOUP IS ♥♥♥♥♥♥♥ DRY!". Been playing CS:GO since launch, got to Global Elite, and indeed MM's 64tick is inaccurate related to community's 128tick competitive servers, like ESEA, FaceIt, etc.

64 tick also makes the AWP more powerful. In 128 tick, the performance of rifles improves, making the AWP more balanced.
64 tick registers your bullets half the time that 128 tick does. That is why sometimes you shoot someone and you are 100% sure you hit and you even see blood but the server didnt register it while you computer did.
ive played in 64 ticks for a long time does it affect my shooting in 128 tick servers?
128 tick servers are a treat especially for single shot weapons compared to 64 tick , and it doesnt feel icy compared to 64 tick servers
Отредактировано Jo_Mei; 23 апр. 2018 г. в 2:06
If you are a good player then you'll 100% be able to tell the difference between 64 and 128 tick.
128 tick literally only means that you can send and receive more packets every ms.

It won't improve your aim if you don't have any.
It won't improve your skill if you don't have any.
It will just allow you to interact more with the players in your match.


Also, when you don't kill someone in a firefight that happens in 64 tick, always think about this:
- why was he able to kill you?
- why were you not able to kill him?

Is it because of 64 tick that you weren't able to kill him? Then why was he able to kill you?
The Deagle is actually good on 128 tick.
Switched to 128 tick servers. Felt good difference. shots on point and better hits given. is it just in my head or does the switching to 128 tick servers really make matchmaking better? still confused.
even tho this is an oldass ♥♥♥♥♥♥♥ thread, i legit just got eye/brain cancer from reading this. How the ♥♥♥♥ is it possible to know as little about something so simple. Don't respond if you don't know what the actual ♥♥♥♥ you're talking about. 128 tick will make your shots more accurate (not only that, but that's most noticable thing) even tho it's really minor and doesn't really matter. The real issue with csgo atm isn't related to "tickrates" it's more "lag" and an issue that can occur called desync. Most of the times, when your shots aren't registered it isn't because of the servers tickrate, but because the player model hitbox being displayed on your machine isn't the same as the one on their machines. Every shot is based of the hitbox of the client side models, and since they can differentiate (due to a specific player model angle (feet yaw) not being networked). This can lead to the servers player animation and the client player model animations being different.

To anyone who understands about this topic, yes this has a lot of "false/not accurate info" but its much easier to understand this way
64 is not as bad as some people say. It's just that the servers that valve host are poopoo.
But overall 128 is better :)
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Дата создания: 26 фев. 2014 г. в 14:02
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