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15:07, 08.03.2023
Yesterday dataminers published information that Valve developed a new system for network code in CS on Source 2, and today more details appeared.
Dataminer GabeFollower published a large post in which he broke down the new system. The post's main message was that most players would not notice the difference between the tick ratio of 64 and the subtick system.
After the news about the network code, most users thought that the subtick update would affect all game elements. However, the dataminer reported that this isn't the case, and the new lines of code concern only the movement of models and hitboxes. So what does this mean for ordinary players?
The most important conclusion that can be drawn from this is that "tick rate 128" grenades will still not be suitable for matchmaking servers, all because the server also calculates the flight trajectories of the grenades, so the grenades fly differently with different tick rates. This means that you still won't be able to use cheats from professional games.
Also, the dataminer once again reminded us that adding a tick rate of 128 to the current matchmaking servers will not improve the situation. The main problem of CS:GO now is that the game needs more servers suitable for a tick rate of 128. This does not change anything but also increases the load on the players' computers.
GabeFollower believes that Valve should focus on improving the servers. For example, playing on FACEIT is more enjoyable than regular matchmaking because of better servers and fewer players. Therefore, FACEIT can use a tick rate of 128 on their servers and give a more pleasant game experience.
Also, the dataminer said that Valve could use two systems for network code in matchmaking at once. The old system will be responsible for grenades and simple actions, and the new one will be responsible for player movement. This should reduce the load on the computer because, as a result, different tick rates might be used for other actions.
For example, for entirely unimportant objects of interaction, such as small moving objects that do not affect the gameplay, you can set a tick rate of 20 to reduce the load on servers and computers. The subtick system can be used for player movement, and a tick rate of 128 for grenades. Yes, all this can be implemented theoretically, but how it will work in practice is still being determined. However, this should improve responsiveness and increase productivity.
The new network code for CS is intriguing, and seeing the system on release will be interesting.
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