No shit. Its been a buzzword ever since Reddit and Twitter learned about the word.
Nighters
so what is the problem? because everyone feel the difference between CSGO and CS2
cpcadmin9
The problem is that the servers are still operating at 64 tick instead of 128 tick, subtick or no that affects how the game feels. Garbage video honestly.
Pokharelinishan
Valve are smart enough to see through the “subtick bad” feedback and glean the right feedback from them. Sure, what the people think is causing the issues (subtick) is probably wrong, but what makes them complain in the first place? Sure there are those who complain about anything, but everyone is seemingly agreeing to the idea that kills feel delayed in CS2. That is why you see Valve continually improving the netcode.
Could it be that once the game is in a well-optimized state, and hardwares of the players have improved, they will switch their system to 128 subtick?
A1pH4W01v
Its definitely not the problem but with how little tools we have to test shit out and the fact that 128 tick is completely locked off, its pretty obvious why people would blame subtick first.
oscar2333
There is a concrete counter-argument to this, just unlock the 128 ticks to the platform and let the players judge the difference between their super 64 subtick
Arisa_kokkoro
No, subtick is part of the problem. In csgo ,100 ping player will whiffed his bullet. But in cs2 ,hitreg is based on his client, thats why we will see a 100ping dude spray his shot on u before u see his ass.
pomponazzi
All of that just to say what anyone knows. CSGO still is faster and felt better. Pretty dumb to say subtick isnt the problem when our aim and position is getting shifted well outside of the server sub tick timings.
QENG-
Valve delivered the line “what you see is what you get” during subtick segment..
since you don’t get what you see is very much normal to put the blame on this exact thing
Sad-Water-1554
Pretty trash video. Doesn’t have a better understanding than anyone else. This guy and other people are just speculating on the issue. Neither of them are inherently more right. But this guys is a ball washer for the billion dollar corp so…
okusuuu
Faceit had 128 ticks in cs2 it was better for sure.
St3vion
HOW DARE YOU. Sub-tick explains every problem ever, simple as. Why do you think Israel-Palestine can’t be friends? Religion? No bro. Vulva released CS2 with subtick and this is why. Get your facts straight.
Draemeth
So 128 tick, and one day 256 tick, is the way
KKamm_
I don’t think the idea of subtick is the problem, I just think it still needs polished to be as effective as it should be in theory. Obviously easier said than done but the game still isn’t quite where it needs to be. The animations and audio fixes + other sneak fixes definitely help
c0smosLIVE
It’s not the job of the community to find out what is wrong, so i will not blame the people who blamed subtick.
At least they knew something was off and they were right.
EpicGamer_69-420
we know
mefjuu
this video is incorrect. Valve deleted render interpolation information from ticktiming (15,6ms = 1 tick, default on source2) in yesterdays update, real ticktiming should be 15,6ms higher. The real delay is the same, I tested it online and offline. There is no improvement.
brutaldonahowdy
a) This is why blaming any specific subsystem, without any understanding of the code, is the wrong approach. The game behaves poorly, it appears to be the networking, *but we don’t know why*.
But subtick brings a lot of downsides like inconsistent jumps and where are my bullets going when I spray? Unless they desubtick the jumps I still hate subtick and how it impacted movement
zero0n3
No shit.
It’s 64 v 128 still
One gives you double the number of data points of server validated ticks, the other doesn’t.
Why is it so hard to understand. 128 ticks per second is going to be more accurate than 64 ticks, and is going to get the feedback to the client faster assuming the computations can still complete within a tick frame.
Caboose111888
B-but it feels bad!
EndlessZone123
Is subtick not just a fancy word for ordered queue? Do people think it’s some magic technology valve invented?
If you process a queue 64 times a second then that’s how responsive it will feel. If you order that queue then it will be more accurate. But it will still only feel as responsive as 64 times a second.
Subtick shouldn’t be the cause of any problems. Systemic decisions about rollback/interp is a bigger factor to ‘issues’ caused by ‘subtick’.
Mosgos1
>furry avatar no ty
Cake315
128tick is better because number is higher!
checkmate
rouzGWENT
Reply to this comment if you don’t know what the fuck subtick is and don’t care that much. Let this be a safe space for people like us.
akiroraiden
im not complaining about subtick in terms of shooting, the problem is the movement and jumps.
26 Comments
No shit. Its been a buzzword ever since Reddit and Twitter learned about the word.
so what is the problem? because everyone feel the difference between CSGO and CS2
The problem is that the servers are still operating at 64 tick instead of 128 tick, subtick or no that affects how the game feels. Garbage video honestly.
Valve are smart enough to see through the “subtick bad” feedback and glean the right feedback from them. Sure, what the people think is causing the issues (subtick) is probably wrong, but what makes them complain in the first place? Sure there are those who complain about anything, but everyone is seemingly agreeing to the idea that kills feel delayed in CS2. That is why you see Valve continually improving the netcode.
Could it be that once the game is in a well-optimized state, and hardwares of the players have improved, they will switch their system to 128 subtick?
Its definitely not the problem but with how little tools we have to test shit out and the fact that 128 tick is completely locked off, its pretty obvious why people would blame subtick first.
There is a concrete counter-argument to this, just unlock the 128 ticks to the platform and let the players judge the difference between their super 64 subtick
No, subtick is part of the problem.
In csgo ,100 ping player will whiffed his bullet. But in cs2 ,hitreg is based on his client, thats why we will see a 100ping dude spray his shot on u before u see his ass.
All of that just to say what anyone knows. CSGO still is faster and felt better. Pretty dumb to say subtick isnt the problem when our aim and position is getting shifted well outside of the server sub tick timings.
Valve delivered the line “what you see is what you get” during subtick segment..
since you don’t get what you see is very much normal to put the blame on this exact thing
Pretty trash video. Doesn’t have a better understanding than anyone else. This guy and other people are just speculating on the issue. Neither of them are inherently more right. But this guys is a ball washer for the billion dollar corp so…
Faceit had 128 ticks in cs2 it was better for sure.
HOW DARE YOU. Sub-tick explains every problem ever, simple as. Why do you think Israel-Palestine can’t be friends? Religion? No bro. Vulva released CS2 with subtick and this is why. Get your facts straight.
So 128 tick, and one day 256 tick, is the way
I don’t think the idea of subtick is the problem, I just think it still needs polished to be as effective as it should be in theory. Obviously easier said than done but the game still isn’t quite where it needs to be. The animations and audio fixes + other sneak fixes definitely help
It’s not the job of the community to find out what is wrong, so i will not blame the people who blamed subtick.
At least they knew something was off and they were right.
we know
this video is incorrect.
Valve deleted render interpolation information from ticktiming (15,6ms = 1 tick, default on source2) in yesterdays update, real ticktiming should be 15,6ms higher. The real delay is the same, I tested it online and offline. There is no improvement.
a) This is why blaming any specific subsystem, without any understanding of the code, is the wrong approach. The game behaves poorly, it appears to be the networking, *but we don’t know why*.
b) that being said, I do believe sub tick is to blame for the game’s [inconsistent movement](https://www.reddit.com/r/GlobalOffensive/comments/17crjvh/how_to_desubtick_the_entire_game_with_one_console/k5uopbl/), hence why de-subticking helps make the game feel better.
But subtick brings a lot of downsides like inconsistent jumps and where are my bullets going when I spray? Unless they desubtick the jumps I still hate subtick and how it impacted movement
No shit.
It’s 64 v 128 still
One gives you double the number of data points of server validated ticks, the other doesn’t.
Why is it so hard to understand. 128 ticks per second is going to be more accurate than 64 ticks, and is going to get the feedback to the client faster assuming the computations can still complete within a tick frame.
B-but it feels bad!
Is subtick not just a fancy word for ordered queue? Do people think it’s some magic technology valve invented?
If you process a queue 64 times a second then that’s how responsive it will feel. If you order that queue then it will be more accurate. But it will still only feel as responsive as 64 times a second.
Subtick shouldn’t be the cause of any problems. Systemic decisions about rollback/interp is a bigger factor to ‘issues’ caused by ‘subtick’.
>furry avatar
no ty
128tick is better because number is higher!
checkmate
Reply to this comment if you don’t know what the fuck subtick is and don’t care that much. Let this be a safe space for people like us.
im not complaining about subtick in terms of shooting, the problem is the movement and jumps.