Valve has revealed a bunch of information about the new features coming to CSGO. One of those changes is the brand new Sub-Tick update system. Here is a detailed explaination of how this new system works and how it promises to revolutionize online multiplayer gaming.
- The tick rate in online multiplayer gaming represents the frequency with which a game server updates the state of the game, measured in hertz (Hz). The higher the tick rate, the more precise and responsive the gameplay experience.
- Current Counter-Strike: Global Offensive (CSGO) matchmaking servers operate at a 64Hz tick rate, which some players feel is outdated and advocate for a shift to 128Hz.
- Counter-Strike 2 (CS2) will introduce a revolutionary new feature, the Sub-Tick update system, promising to redefine tick-rate in online multiplayer gaming, according to Valve’s official YouTube video.
- The Sub-Tick update system will record player actions in real time, even between ticks, eliminating the precision issues experienced with the 64-tick servers of CSGO.
- Early reports from players who have access to the limited testing for CS2 indicate that the new Sub-Tick update system significantly improves game responsiveness and precision, although full details on how the system works are yet to be revealed by Valve.
What Is Tick Rate?
Tick rate is a term that often comes up in conversations related to online multiplayer gaming. In short, the tick rate of a game server represents the number of times it refreshes and updates the state of the game, sending the updated information to all the players connected to the server.
The tick rate gets measured in hertz (Hz), where hertz determine the number of times the server updates the state of the game in one second. For example, a game server with a tick rate of 64Hz, which is also what CSGO uses, means that the server refreshes 64 times each second.
How Tick Rate Affects Online Gameplay<
Since the server is updating the game state 64 times each second for 64Hz servers, it is also sending updated information about the state of the game to all the players 64 times each second.
As you might have guessed, a higher tick rate would mean all players connected to the game server get a more precise and responsive gameplay experience. On the other hand, a lower tick-rate game server would result in unresponsive and inaccurate gameplay.
Let’s say you are playing an FPS game on a 1Hz server. It means that the game server will update after every 1 second or one time every second. You see an enemy and fire at them. If you shoot an enemy at 0.1 seconds after the latest tick, your shot won’t get registered until the next 0.9 seconds. It might not seem significant, but 0.9 seconds is a lot for online gaming.
What Is The New Tick Rate System In Counter-Strike 2 & How It Is Different From CSGO?
With Counter-Strike 2, we will get a revolutionary new system that promises to redefine tick-rate in online multiplayer gaming. According to the title of the official YouTube video from Valve that briefly explains this system , CS2 is “Moving Beyond Tick Tate.”
Since the launch of CSGO, the game has been using a tick rate system, which we have explained above. CSGO matchmaking servers have only been available in 64Hz, but people have been playing CSGO in 128Hz by hosting their servers. Many Counter-Strike players consider that 64Hz servers are outdated and the game should shift to 128Hz.
With the CSGO tick system, the time between the ticks did not get registered until the next tick. Because of that, the tiny millisecond differences sometimes caused players to miss their shots. Fortunately, we won’t have to worry about any of the issues related to 64-tick servers anymore, thanks to the new Sub-Tick coming with CS2.
With Valve’s all-new sub-tick update system, it doesn’t matter when you move or shoot. The system will accurately calculate your actions in real time, even between ticks. In other words, your inputs will get recorded immediately.
You don’t have to take our word for it since players that have received access to the limited testing for CS2 have already started to experience a significant improvement in their precision and overall responsiveness of the game.
From the experience of community members who tried the limited testing for CS2, it appears that the new Sub-Tick update system delivers on its promises of significantly improving the game’s responsiveness. However, Valve hasn’t fully revealed how the system works, leaving us to speculate. Follow us, and we’ll keep you posted when they release more information about this.
What is the tick rate in online multiplayer gaming?
The tick rate in online gaming is the frequency at which a game server updates the state of the game. This frequency is measured in hertz (Hz), with each Hz representing one update per second. A higher tick rate provides a more precise and responsive gameplay experience.
What is the current tick rate for CSGO servers?
Counter-Strike: Global Offensive (CSGO) matchmaking servers currently operate at a 64Hz tick rate, meaning the server updates the game state 64 times per second. Some players have been able to play CSGO at a 128Hz tick rate by hosting their own servers.
What is the new Sub-Tick update system in Counter-Strike 2?
The Sub-Tick update system in Counter-Strike 2 (CS2) is a new feature that promises to redefine tick-rate in online multiplayer gaming. It is designed to record player actions in real time, even between ticks, which significantly improves the precision and responsiveness of the game.
How does the Sub-Tick system improve gameplay?
The Sub-Tick system improves gameplay by immediately recording player actions, even between server updates or “ticks”. This system eliminates the potential lag and precision issues experienced with the 64-tick servers of CSGO, providing a more accurate and responsive gameplay experience.
Has the Sub-Tick system been tested and verified to work?
Yes, players who have access to the limited testing for CS2 have reported a significant improvement in game responsiveness and precision with the new Sub-Tick system. However, full details on how the system works are yet to be fully revealed by Valve.