Counter-Strike 2

Counter-Strike 2

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gzk Oct 13, 2023 @ 7:52pm
What Would It Take For 128 Tick Servers?
I can't believe valve invented an entirely new system for the game just to avoid paying for 128 tick servers. We have to rebind half of the game just to get consistent movement. They're forcing everything to be 64 because they know nades and everything land in different places and will force the community to split over again just like in csgo.

Why not just get 128 tick and make everyone happy? Once valve said that people with bad pcs wouldn't be able to play 128 tick but that was 10 years ago and didn't even make sense back then. I could play 128 tick on a laptop made in 2012. Surely it's just the server costs. I guess all of us being happy doesn't offset the slightly smaller profit margin. Sad.
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Showing 1-13 of 13 comments
|--EasyPeasy--| Oct 13, 2023 @ 7:56pm 
They released unfinished game, that is all you need to know.
Renos Oct 13, 2023 @ 8:50pm 
true stable 128 tick on a massive scale
never

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.
Last edited by Renos; Oct 13, 2023 @ 8:51pm
|--EasyPeasy--| Oct 13, 2023 @ 9:02pm 
Originally posted by Renos:
true stable 128 tick on a massive scale
never

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.
What a nice fairy tail. Faceit: has 128 tick servers, good anticheat, normal hubs and leagues.
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.
Renos Oct 13, 2023 @ 9:08pm 
Originally posted by |--EasyPeasy--|:
Originally posted by Renos:
true stable 128 tick on a massive scale
never

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.
What a nice fairy tail. Faceit: has 128 tick servers, good anticheat, normal hubs and leagues.
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.
you know what faceit also had
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,
|--EasyPeasy--| Oct 13, 2023 @ 9:17pm 
Originally posted by Renos:
Originally posted by |--EasyPeasy--|:
What a nice fairy tail. Faceit: has 128 tick servers, good anticheat, normal hubs and leagues.
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.
you know what faceit also had
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,
I do not care about Valve servers, but tell me, why i cannot play faceit on 128 tick?
Anticheat of faceit is still 1000 times better than Vac.
Last edited by |--EasyPeasy--|; Oct 13, 2023 @ 9:19pm
Renos Oct 13, 2023 @ 9:25pm 
Originally posted by |--EasyPeasy--|:
Originally posted by Renos:
you know what faceit also had
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,
I do not care about Valve servers, but tell me, why i cannot play faceit on 128 tick?
Anticheat of faceit is still 1000 times better than Vac.
128tick caused an amazing amount of gamebreaking bugs and exploits in cs2,
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.
|--EasyPeasy--| Oct 13, 2023 @ 9:29pm 
Originally posted by Renos:
Originally posted by |--EasyPeasy--|:
I do not care about Valve servers, but tell me, why i cannot play faceit on 128 tick?
Anticheat of faceit is still 1000 times better than Vac.
128tick caused an amazing amount of gamebreaking bugs and exploits in cs2,
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.
Nice trolling man.
But no one will play their premier without good anticheat.
super swede Oct 13, 2023 @ 9:33pm 
Originally posted by |--EasyPeasy--|:
Originally posted by Renos:
you know what faceit also had
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,
I do not care about Valve servers, but tell me, why i cannot play faceit on 128 tick?
Anticheat of faceit is still 1000 times better than Vac.
cuse they use their own anti cheat ontop of valves anti cheat...and it still isnt enough to stop wallhackers or aimbotters in faceit..seriously...at least use ESEA as an better comparistion...
gzk Nov 2, 2023 @ 3:24pm 
Originally posted by Renos:
true stable 128 tick on a massive scale
never

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 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.
i like em young Nov 2, 2023 @ 3:28pm 
Originally posted by Renos:
true stable 128 tick on a massive scale
never

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.

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
Originally posted by |--EasyPeasy--|:
What a nice fairy tail. Faceit: has 128 tick servers, good anticheat, normal hubs and leagues.
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.
So just keep playing on faceit then? It sounds like you already have the solution to the problem.
6005122851162932 Nov 2, 2023 @ 3:51pm 
Valve did not invented subticks tho. I remember same subtick shooting mechanic added to Overwatch somewhere in 2019. Don't remember how they called it, like "inbetween frame precision" or whatever. Point is, they just added checkbox in the settings and allowed you to enable it if you want. They did not release whole second installment of the game just for that. (they did release OW2 later, but for completely different reasons)

Originally posted by Renos:
millions of concurrent players in matchmaking to a maybe 200k at best on faceit servers
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.
Lowlife Jan 30, 2024 @ 10:54pm 
Valve to pull their head out their ass
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Date Posted: Oct 13, 2023 @ 7:52pm
Posts: 13