What Is Subtick And How It Works?
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  • 15:38, 04.03.2024

What Is Subtick And How It Works?

In Counter-Strike 2, unlike CS:GO, developers utilize a subtick system. Such a significant and important change has stirred excitement within the community and sparked numerous speculations about how subtick works. In this article, Bo3.gg delves into how the new system operates.

What is tickrate in CS2?

Subtick in CS2 is a system that is responsible for updating everything that happens in the game. Before we delve into the essence of subtick, let's understand what a regular "tick" is.

A tick is an update of the state of the entire game world that occurs on the server. Each server tick represents an instantaneous snapshot of everything happening in the game. It updates at a rate of 64 times per second, meaning that information is exchanged between the server and clients every 15.6 milliseconds.

The following data is included in one tick at the tickrate:

  • 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 tickrate, determines the frequency of updates to the game world. On servers with a tickrate of 128, updates occur twice as often, approximately every 7.8 milliseconds. More frequent updating of information directly affects the dynamics of the gameplay.

Although the difference between servers with different tickrates may seem insignificant, it is crucial for the gaming experience. A higher tickrate usually means smoother and more realistic interaction with the game world, which can be critically important in matchmaking and on the competitive scene. However, gamers can adapt to different tickrates and continue to enjoy the game despite this difference.

Ultimately, subtick in CS2 is a key element that determines the frequency of updates to the game world. The difference in tickrate may be insignificant for some users, but it is very important in shaping the impression of the gameplay.

How does subtick work in CS2?

The subtick system in CS2 has completely replaced the previous tickrate system, which was designed to address the synchronization issue between player actions and the server. This system was implemented to improve the gaming experience and combat potential errors arising from delays between player actions and game updates directly on the server side.

The principle of operation of subticks in CS2 is quite simple: each action sent by the client to the server is accompanied by a timestamp. This allows the server to gather 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.

Studies of various users show that CS2 sends twice as much data to the server as CS:GO. This is achieved by sending two types of packets: large ones, which are sent every 15-16 milliseconds, and small ones, which follow the large ones with minimal delay. It is assumed that the small packets contain the most important information, while the large ones contain additional data necessary to update the game state.

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It is important to note that despite subtick being something new for Counter-Strike, official CS2 servers still operate at a tickrate of 64. This is explained by the delay between sending each large packet, which indirectly indicates that a change in tickrate on official servers has not yet occurred.

What is the tickrate in Counter-Strike 2?

Details about the frequency of subticks in Counter-Strike 2 raise some doubts among players. Despite expectations of a higher update rate between users and servers, the difference between the 64 tickrate and the subtick system is not as obvious as many anticipated. While some players claim to feel a higher update frequency, others are skeptical about the new system.

Analysis of sent packets and feedback from experienced players indicate that CS2 servers still operate at a 64 tickrate. Despite the community's attempts to determine the actual update frequency, developers strictly conceal this information.

Nevertheless, some gamers continue to hope for possible changes and improvements to the subtick system in the future, which could lead to a higher update frequency and be equivalent to a 128 tickrate. Thus, it can be concluded that the subtick system does not differ from the previous 64 tickrate.

Subtick vs Tickrate in CS2

Valve may be aiming to make 64-tickrate servers indistinguishable from 128-tickrate servers using the subtick system. This could be an attempt to compensate for the difference in update frequency and provide a smoother gaming experience for all gamers. It's also possible that in the future, CS2 matchmaking will transition to 128-tickrate servers, with the subtick system only used to address occasional data transmission issues.

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While there are various speculations about how Valve plans to utilize the subtick system in CS2, we currently only have official information from the developers. According to Valve's explanation, subticks attach temporary timestamps to player actions and send this information to the server. This allows the server to accurately process each player's sequence of actions and update the game state accordingly.

In theory, the subtick system could diminish the importance of tickrate, as it enables more precise tracking of user actions and real-time game state updates. However, the specific mechanics and impact of subticks on gameplay still remain subject to further research and speculation.

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