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valve's original statement still stands,
a vast majority of the playerbase still lack the hardware and internet stability to make use of 128 tick and also not get screwed over by it in the process, To even make it remotely fair you would need to split up matchmaking even more than it already is.
then there is the cost aspect of it.
do you have any idea how expensive it would be to roll out 128 tick servers on such a super massive scale, Valve would have to shell out billions and years of work to basically start building their own data centers with the hardware to pull it off. It's why most games cap out at 30tick. CSGO was already at the high end at 64. Valorant is all over the place and its tickrate averages between 60 and 128 tick depending on server load and it usually averages around 72 tick for normal matchmaking.
and in csgo's case 128tick was really just brute forcing fundamentally bad netcode just so you had the less chances for inputs to be dropped,
in cs2 with subtick and better netcode, valve mostly solved this issue while not having to take the tick rate pass 64 tick.
hitreg is faster than 128 tick
all player inputs are processed none of them are dropped or processed more than they should be,
grenades are hard coded to behave similar to 128 tick csgo
though due to subtick being really good we have some weird side effects.
hitreg happens so fast it is now out of sync with the firing animation leading to spraying feeling off for csgo veterans, (though follow recoil does help you get readjusted)
subtick makes it possible for you to die or get a kill between ticks but the server won't update the client that a player died till the next tick.
this leads to the effect of dying behind a wall or getting a kill when your crosshair is no longer on the enemy,
inputs no longer being only processed on tick leads to movement being more inconsistent.
this was because in csgo having inputs be processed only on tick acted as sort of a framebuffer from a modern fighting game, and your inputs could be more consistent as inconsistent inputs would be ignored,
if valve could get this all sorted out in a timely manner cs2's netcode would be miles better than csgo or any shooter for that matter. all without having to increase the tickrate.
Valve: has nothing and even released unfinished game. And even more - they will not let faceit to play 128 tick.
Riot game: has better anticheat and can let you to play 128 tick.
a much smaller player base we are talking millions of concurrent players in matchmaking to a maybe 200k at best on faceit servers, Much easier to maintain a solid 128tick on,
faceit AA is only slightly better than VAC any good cheat developer can bypass it and it has been done so by plenty of paid and private cheats.
riot servers are not true 128 tick.
and vanguard while better than both faceit and vac can be bypassed and also has a habit of destroying computers every other update,
Anticheat of faceit is still 1000 times better than Vac.
the game was really only designed around the client only running at 64 even more than csgo was,
it was already a hack job on faceit's end since it used a modified server DLL
so to save everyone the pain valve hard coded it to 64.
But no one will play their premier without good anticheat.
Valve should say ♥♥♥♥ em and move forward. People can't expect they have the right to hold everyone back by using a potato on McDonald's wifi. Not our problem, buddy.
so because alot of people have weak PC´s 128 tick cant be done, but they went ahead and upgraded the engine which cut most peoples fps in half..
now those players cant play anyway, flawed logic
What millions are you talking about? There were 1.8 million players in CS:GO at-time peak. Not even 2 million"s". All these 1.8m included mm playrs,faceit players. and even afk skinbots. Scaling all those servers to 128 ticks was unbelievable easy.