Is CS2 128 Tick? Tick Rate System Explained

Is CS2 128 Tick? Tick Rate System Explained

CS2's tick rate is an important parameter determining how often the game updates its state. Currently, CS2 runs with an official server tick rate of 64 Hz, which means 64 updates per second. However, players often argue about the benefits of a higher tick rate, such as 128 Hz, and wonder why Valve won't update servers to 128 ticks.

Our team is here to answer why Valve hasn't and what they have done to improve the refresh rate per second.

Highlights

  • An explanation of what a tick rate is
  • Information about the subtick system and how it differs from tick rate
  • Feedback from community and professional players on the new system

On xplay.gg you will find many comfortable servers in different modes, where you can enjoy the game without lag.

We have a great article on what cards and how best to practice on: CS2 Best Practice Maps for AIM and Nades.

What is a Tick Rate?

Tick rate is the frequency at which the server updates game data. Frequency is measured in hertz (Hz). The higher the tick rate value, the faster the player receives input updates from the server, making the online game more responsive and realistic for the player.

Valve's official matchmaking servers update 64 times per second and send this information to players. Third-party services provide access to servers with double the refresh rate of 128 times per second. These are the two central values of tick rate.

We have a helpful article on community servers: What are CS2 Community Servers? How to Connect and Why You Should Play on Them.

CS:GO players have been asking for servers with a tick rate 128. However, Counter-Strike 2 does not and will not have servers with a 128 tick rate, and the game's developers have officially confirmed this. Below, we will explain why this is no longer a big deal.

Importance of Tick Rate in Competitive Gaming

Tick rate determines the delay a player experiences in acting out a game. For example, a defender in position may swear that he shot at an opponent who was peeking but was still knocked out. This could be due to the low server tick rate. While this annoys regular players, it can be a bigger problem for professional players in a competitive environment.

Your shots will be more accurate and predictable on servers with a high tick rate. Professional players always prefer a server with a high tick rate because they can process information faster, leading to faster visual feedback.

Overview of the Subtick System in CS2

Thanks to the subtick update in Counter-Strike 2, the tick rate no longer matters when moving, shooting, or throwing.

As we all know, subtick updates are the heart of Counter-Strike 2. Previously, the server only evaluated the world in discrete time intervals (called ticks). This system was implemented to improve gameplay and combat potential bugs caused by delays between player actions and game updates directly on the server side.

Thanks to the architecture of subtick updates in Counter-Strike 2, servers know precisely at what point movement starts, a shot is fired, or a grenade is thrown.

In CS2, servers accurately record your every action, such as firing weapons, jumping, and peeking out from around corners.

Tick Rate vs. Subtick System

While there are various speculations about how Valve plans to use the subtitle system in CS2, we only have official information from the developers and the game itself with the new system. 

Valve made a separate video explaining what subticks mean in CS2. The video clearly shows the problem that the new tick rate system solves.

Substicks attach timestamps to player actions and send this information to the server. This allows the server to accurately process the sequence of each player's actions and update the game state accordingly.

On Reddit, many fans have been doing their research on the new system.

Impact on Movement and Shooting Accuracy

Before this update, shots were registered immediately, but the animation of character and weapon movements lagged by one tick, making them visible only on the next frame. This gave the impression of unnatural shooting in CS2, especially for headshots whose aim didn't match the point of impact.

But now, while shots still register instantly, character and weapon movement animations are visually synchronized with your clicks and shots. This dramatically improves the visual experience, making the whole picture smoother.

What's more, it's a vast improvement: finally, what you see matches reality. Every weapon now seems more accurate. The changes are especially noticeable when using the AWP and USP in pistol rounds, especially when shooting at moving targets.

You can see a practical application of this update in this video on Reddit.

Community and Professional Opinions

Reactions from the CS2 Community

The subtiсk system caused different reactions among players; some liked and benefited from the update, and some just criticized it. However, some suggested some improvements to the system. 

Various user studies have shown that CS2 sends twice as much data to the server as CS:GO. This is achieved by sending two packets: large packets, which are sent every 15-16 milliseconds, and small packets, which follow the large ones with minimal delay. The small packets are supposed to contain the most critical information, while the large packets contain additional data needed to update the game state.

A user with the nickname carnifexCSGO shared a great post on Reddit exploring the problems with the new system.

Professional Player Insights

Here's what Robin ropz Kool from FaZe Clan xtreme-jumps.eu said:

Subtic could be better than described. There is a difference between 64 and 128. That's the only thing that feels bad. It could be tweaked; it feels more like 64 than 128. The rest of the update is fantastic.

I hate to criticize this because it feels like Valve is trying to address the tick rate issue, but raising 128 as the norm would be the answer. But who knows, this path will be much better in a few years, and I'll be proven wrong.

Xtreme-jumps.eu is a community of bunnyhop and KZ mode fans. All surfers know the difference in tick rate between servers with tick rates 64 and 128 is critical. That's why an experienced player can tell which server he is playing on now, 64 or 128, just by looking at it.

By the way, we have servers where you can practice bunnyhop. Here is a link to an article about it Best SURF Maps in CS2.

Even almost a year after CS2's release, there is some friction. 

The member of Complexity Gaming's Counter-Strike 2 lineup, Ricky floppy Kemery has compared the game's response on the subtick system with the tick rate 128 from CS:GO. In the video, the professional player demonstrated that the game scored an opponent's kill much faster in the last version of the shooter.

“Feels like some delay between the headshot animation and the body falling, subtick or somethin idk. Stable internet, decent ping. Shouldn't feel like this.”

FAQ

What Is the Tick Rate in CS2?

The server tick rate determines how often information on the server is updated. Counter-Strike 2's official server tick rate is 64 Hz.

How Does the Subtick System Improve Gameplay in CS2?

The subtiсk system in CS2 revolutionizes the processing of player actions. It allows the server to accurately calculate actions such as moving and shooting between ticks, leading (or at least should lead) to more accurate and responsive gameplay.

How Does the Tickrate Affect Hit Registration in CS2?

With the sabtics system, registering shots and hits is faster. This was especially noticeable when comparing hits to the head when aiming did not coincide with the hit point in CS:GO. In CS2, this is no longer the case.