Valve has made it so that the community can no longer run 128 tick servers during the CS2 Limited Test, which has many in the community upset. In this video...
Why can’t we have the sub tick system implemented in 128 tick servers? I assume Valve wants 64 tick servers because it’s cheaper to host, but if you want a 128 tick serve, why not combine that with sub tick for even better accuracy of events.
smoke lineups are different on 128 tick vs 64 tick
The last point is really annoying with CS:GO since I have to learn different smokes and have to remember for which tickrate they are. Since the physics are calculated tick by tick, it’s difficult to make smokes the same on different tickrates.
Why stop at 128 tick? Why not update the game state every millisecond? Or when any action is taken by any player (which is what the subtic thing sounds like)? Eliminating as much time delay between 1 player doing something and the other players being sent that data seems to be the way to go; so what’s preventing it from being done that way? Bandwidth? CPU speeds? What?
Why not update the game state every millisecond? Or when any action is taken by any player (which is what the subtic thing sounds like)?
Updating the game state every millisecond on the server would cost too much resources without a tangible benefit. 64 tick to 128 tick doubles the CPU usage while decreasing the time between each calculated game state (tick) by 8ms. Updating every 1ms (1000 tick) would have 16 times your CPU usage compared to 64 tick. E.g. if you currently have 320 fps you’d only have 20 fps.
[what’s] preventing it from being done that way? Bandwidth? CPU speeds?
Exactly. If people currently have a varying ping or packet loss, increasing the tick rate would male their experience worse. It would also be worse for anyone matched with those players. This is already the case with those players that have jittering movement.
Why can’t we have the sub tick system implemented in 128 tick servers? I assume Valve wants 64 tick servers because it’s cheaper to host, but if you want a 128 tick serve, why not combine that with sub tick for even better accuracy of events.
The events that are sub tick (not all are) aren’t more precise with 128 tick, since they are already time stamped with the exact time.
128 tick still has advantages for game feel and things like peekers advantage. Altough the latter is mostly down to each player’s ping in the match.
The 4 reason’s I’ve gathered why Valve probably doesn’t want 128 tick servers are:
The last point is really annoying with CS:GO since I have to learn different smokes and have to remember for which tickrate they are. Since the physics are calculated tick by tick, it’s difficult to make smokes the same on different tickrates.
Why stop at 128 tick? Why not update the game state every millisecond? Or when any action is taken by any player (which is what the subtic thing sounds like)? Eliminating as much time delay between 1 player doing something and the other players being sent that data seems to be the way to go; so what’s preventing it from being done that way? Bandwidth? CPU speeds? What?
Updating the game state every millisecond on the server would cost too much resources without a tangible benefit. 64 tick to 128 tick doubles the CPU usage while decreasing the time between each calculated game state (tick) by 8ms. Updating every 1ms (1000 tick) would have 16 times your CPU usage compared to 64 tick. E.g. if you currently have 320 fps you’d only have 20 fps.
Exactly. If people currently have a varying ping or packet loss, increasing the tick rate would male their experience worse. It would also be worse for anyone matched with those players. This is already the case with those players that have jittering movement.