Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Subtick in CS2 is a system responsible for updating everything that happens in the game. Before we delve into the essence of subticks, let's understand what a regular "tick" is.
A tick is an update of the state of the entire game world that takes place on the server. Each server tick represents a snapshot of everything that happens in the game. It updates at a rate of 64 times per second, which means that information is exchanged between the server and clients every 15.6 milliseconds.
The following data is included in a tick at the tick rate:
The position of each player on their own computer;
The position of each player on the Valve server;
The actions (or inactions) of each player;
All information about the game world on the server.
Subtick, or tick rate, determines the frequency of game world updates. On servers with a tick rate of 128, updates occur twice as frequently, approximately every 7.8 milliseconds. The more frequent updating of information directly impacts the dynamics of gameplay.
Although the difference between servers with different tick rates may seem insignificant, it is crucial to the gaming experience. A higher tick rate typically means smoother and more realistic interaction with the game world, which can be crucial in matchmaking and on the competitive scene. However, players can adapt to different tick rates and continue to enjoy the game despite this difference.
Ultimately, subtick in CS2 is a key element that determines the frequency of game world updates. The difference in tick rate may be insignificant to some users, but it is very important for the overall gameplay experience.
How does subtick work in CS2?
The subtick system in CS2 has completely replaced the previous tick rate system, which was developed to address the synchronization problem between player actions and the server. This system was implemented to improve the gaming experience and combat potential bugs resulting from delays between player actions and game updates directly on the server side.
The operating principle of subticks in CS2 is quite simple: Each action sent from the client to the server is accompanied by a timestamp. This allows the server to collect information from all clients and organize it into a chronological sequence, then send the updated game state back to the clients. Such a system helps reduce the likelihood of conflicts and inconsistencies between player actions and the current game state.
+1
wrong answer. that was in only CSGO. now 64
This happens to me too