Valve has made it so that the community can no longer run 128 tick servers during the CS2 Limited Test, which has many in the community upset. In this video...
smoke lineups are different on 128 tick vs 64 tick
The last point is really annoying with CS:GO since I have to learn different smokes and have to remember for which tickrate they are. Since the physics are calculated tick by tick, it’s difficult to make smokes the same on different tickrates.
Why stop at 128 tick? Why not update the game state every millisecond? Or when any action is taken by any player (which is what the subtic thing sounds like)? Eliminating as much time delay between 1 player doing something and the other players being sent that data seems to be the way to go; so what’s preventing it from being done that way? Bandwidth? CPU speeds? What?
The events that are sub tick (not all are) aren’t more precise with 128 tick, since they are already time stamped with the exact time.
128 tick still has advantages for game feel and things like peekers advantage. Altough the latter is mostly down to each player’s ping in the match.
The 4 reason’s I’ve gathered why Valve probably doesn’t want 128 tick servers are:
The last point is really annoying with CS:GO since I have to learn different smokes and have to remember for which tickrate they are. Since the physics are calculated tick by tick, it’s difficult to make smokes the same on different tickrates.
Why stop at 128 tick? Why not update the game state every millisecond? Or when any action is taken by any player (which is what the subtic thing sounds like)? Eliminating as much time delay between 1 player doing something and the other players being sent that data seems to be the way to go; so what’s preventing it from being done that way? Bandwidth? CPU speeds? What?