Counter-Strike 2

Counter-Strike 2

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WE HAVE TO NEED 128 TİCK
CS is a global game played by people from all around the world. How did you manage to ruin such an important game? The 64 tickrate optimization and similar nonsense are completely useless. Players with over 50 ping have been thrown aside. The optimization is entirely based on ping. I assure you, I’ve been playing this game since '99, and this is the worst version I’ve ever seen. I’m not talking about graphics or gameplay — I’m speaking purely from a technical standpoint. Due to my region, I play competitive mode with 50+ ping, and the first bullet I shoot at the enemy's head fails to register 99% of the time. When your opponent is a skilled player, that one bullet becomes a matter of life and death. 128 tickrate must be added IMMEDIATELY!
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Showing 1-15 of 17 comments
The author of this thread has indicated that this post answers the original topic.
dexvil Apr 18 @ 12:04am 
okey
fAQ_off Apr 18 @ 12:09am 
I just watched a replay before 10 Minutes and could see something really weird is goin on. On 13:08 on this "THIS FALCONS DUO WILL BE INSANE!! - M0NESY & KYOSUKE PLAY FACEIT TOGETHER!! CS2" Vid on utube u can see a frag of Monesy. His Ping is above 50 and the fraged one has <15. Take a look where he shots, slow it down to 0.25 and watch it.
teammate Apr 18 @ 12:15am 
Monesy is playing on faceit and the tick rate there is 128.
fAQ_off Apr 18 @ 12:17am 
Thats not true, Faceit also just runs on 64, valve didnt change anything!
fAQ_off Apr 18 @ 12:23am 
Originally posted by HvH Expert - Jhonny:
Originally posted by a:
Thats not true, Faceit also just runs on 64, valve didnt change anything!
That's an interesting observation. Could you elaborate on what you mean by Faceit also just runs on 64? I'd like to understand your perspective better. :thinking:



Thanks For Reading My Insight.
The Server Tickrate of Faceitserver (cmdrate/updaterate) is set by 64. In csgo u could change this settings to 128 but Valve decidet to implement a Subticksystem what runs on 64 Hz.
teammate Apr 18 @ 12:23am 
Originally posted by fAQ_off:
Thats not true, Faceit also just runs on 64, valve didnt change anything!
My fault, just checked it and read that valve forced faceit to use 64 tick rate although they were using 128 initially with cs2.
fAQ_off Apr 18 @ 12:26am 
Originally posted by HvH Expert - Jhonny:
Originally posted by a:
Thats not true, Faceit also just runs on 64, valve didnt change anything!
That's an interesting observation. Could you elaborate on what you mean by Faceit also just runs on 64? I'd like to understand your perspective better. :thinking:



Thanks For Reading My Insight.
What is the tick rate in CS2?

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.
fAQ_off Apr 18 @ 12:33am 
Originally posted by CS2 Community Leader™®:
Originally posted by a:
What is the tick rate in CS2?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 &quot;tick&quot; 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.
That's a great question! It's important to remember that VAC is flawlessly integrated into CS2, ensuring a fair and secure gaming environment for everyone. :steamhappy: Any claims otherwise are simply misinformation.

Let's focus on the technical aspects of CS2's subtick system. It's designed to deliver the smoothest and most realistic gameplay possible.


Thanks For Reading My Insight.
Ye, it should be.. but take a look at this "I just watched a replay before 10 Minutes and could see something really weird is goin on. On 13:08 on this "THIS FALCONS DUO WILL BE INSANE!! - M0NESY & KYOSUKE PLAY FACEIT TOGETHER!! CS2" Vid on utube u can see a frag of Monesy. His Ping is above 50 and the fraged one has <15. Take a look where he shots, slow it down to 0.25 and watch it."
Originally posted by fAQ_off:
Originally posted by HvH Expert - Jhonny:
That's an interesting observation. Could you elaborate on what you mean by Faceit also just runs on 64? I'd like to understand your perspective better. :thinking:



Thanks For Reading My Insight.
What is the tick rate in CS2?

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.
You are completely right. I believe that sub-tick is flawed because sometimes when players are inputting so many actions that the server gets overwhelmed, it accidentally registers a shot that is a few inches away from the head as a direct headshot, whereas when we had 128 tick, every input was reliably sent to the server without inconsistencies. I do agree that sub-tick is better, and it provides a lower latency when compared to 128 tick, but it is not reliable because of the fact that all players have different ping, FPS, and hardware, which can contribute to sub-tick not being as reliable as 64 tick or 128 tick.
PEGA ⭐ Apr 18 @ 7:25am 
Originally posted by JUL1US:
Originally posted by fAQ_off:
What is the tick rate in CS2?

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.
You are completely right. I believe that sub-tick is flawed because sometimes when players are inputting so many actions that the server gets overwhelmed, it accidentally registers a shot that is a few inches away from the head as a direct headshot, whereas when we had 128 tick, every input was reliably sent to the server without inconsistencies. I do agree that sub-tick is better, and it provides a lower latency when compared to 128 tick, but it is not reliable because of the fact that all players have different ping, FPS, and hardware, which can contribute to sub-tick not being as reliable as 64 tick or 128 tick.


+1
128 tickrate is in esea and faceit.
PEGA ⭐ Apr 18 @ 9:28am 
Originally posted by ( ͡ᵔ ͜ʖ ͡ᵔ ):
128 tickrate is in esea and faceit.

wrong answer. that was in only CSGO. now 64
Entropy Apr 18 @ 9:42am 
Yeah, current implementation is just plain bad. For example, In my screen i am behind cover but enemy sees my 0.2 seconds earlier position and kills me while in my screen i am behind cover... which sucks hard.
PEGA ⭐ Apr 18 @ 10:22am 
Originally posted by Entropy:
Yeah, current implementation is just plain bad. For example, In my screen i am behind cover but enemy sees my 0.2 seconds earlier position and kills me while in my screen i am behind cover... which sucks hard.

This happens to me too
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Date Posted: Apr 17 @ 11:52pm
Posts: 17