Technical Analysis Questions Valve's Decision on 128 Tick Servers for CS2
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  • 13:19, 12.02.2024

Technical Analysis Questions Valve's Decision on 128 Tick Servers for CS2

A Computer Science student's recent investigation into Counter-Strike 2's server tick rate has sparked debate over Valve's approach. Despite Valve's claim that 128 tick servers would overburden lower-tier PCs, data on packet lengths suggests a potential contradiction.

The student's analysis, derived from detailed video content, highlights that the average packet size in a 128 tick scenario is approximately 200 bytes. This contrasts with Valve's sub-tick system, where non-shooting actions can send packets up to 1,300 bytes, and shooting actions max out at 347 bytes. These figures surpass the 128 tick's average, challenging the premise that sub-tick rates reduce the load on players' systems.

This revelation prompts a critical question: if sub-tick rates generate larger packets, does this not impose a higher demand on internet traffic, PC processing, and server load than a consistent 128 tick rate would? The analysis suggests that a unified higher tick rate might alleviate the performance issues Valve aimed to dodge, offering a more streamlined and efficient data handling method.

The findings invite the CS2 community and Valve to reconsider the efficiency of sub-tick systems versus higher tick rates. This discussion could lead to a reevaluation of server infrastructure strategies, potentially improving gameplay responsiveness without compromising on hardware inclusivity.

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