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Valve Subtick
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Poland Friendlyuser1 
Its 256 subtick which can be divided into 4-5 volumes most likely knowing Valve its 4 Volume 1 64 (default) Volume 2 64-128 (used mostly in certain occasions) Volume 3 128-192 (rare) Volume 4 192-256 (the most rare cases used when processing something) Pretty sure Valve applied conditioning to this while listening to players they didnt want to change full hard mode into full time 128 tick. It would kinda explain the movement being as it is in the first beta where once you would hit insane bhop then completely unable to, also might've explained certain peeks being wtf where we dont see even enemy
2023-09-14 22:40
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#1
 | 
Latvia keshancs
delusional
2023-09-14 22:40
5 replies
Not delusional telling a real thing the subtick is dynamic and at default 64 tick that can translate to higher tickrate though the transition, atm it seems to be buggy and fuck up a lot of features. Which is seemingly what Valve tries to experiment though they made 128 enjoyers mad
2023-09-14 22:43
4 replies
#3
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United States C9_Na_Pride
Anything over 128 is cope, no shot they do that
2023-09-14 22:44
3 replies
Well the highest response time in CS2 recorded is 0.015 compared to 128tick CS:GO 3.6
2023-09-14 22:50
2 replies
Fast response time doesn't mean it's consistent
2023-09-14 22:56
1 reply
Well with this you are right you cant have consistent in subtick you have to slow down certain packets or segregate them but all the data except this does put they tried to mix 64-128 tick hybrid
2023-09-14 22:58
people will play regardless whether its 64 or 128 tick stop this nonsense
2023-09-14 22:46
cs2 Flicks 404 shit land 1m away all the time from the enemy
2023-09-14 22:47
3 replies
The subtick is still not literally developed tech the fact Valve test it means they are crazy, because not only they want cheap compromise but it can hurt the openings versions of the game
2023-09-14 22:49
then maybe start hitting the enemy? cs2 is actually accurate with your flicks unlike csgo
2023-09-14 23:20
Cs2 flicks are more accurate to when you fired than csgo. Cs2 they hit the tick you fire whereas in csgo they shoot where you aim the tick after.
2023-09-15 01:45
this is from your imagination or what?
2023-09-14 22:50
14 replies
Its not from imagination its an opinion from data which was analysed by Banana would explain inconsistencies
2023-09-14 22:51
13 replies
hm can you give a source?
2023-09-14 22:51
12 replies
youtu.be/bI-dqfSPbSs?si=BFA8PAO85dNsXo6t CS 2 highest response time 0.015 CS:GO 128 highest response time 3.6 With CS 2 subtick slowest being around 64 tick which just puts it even more into mind that its definitely some sort of system similiar to the point they have different stages of packets transfer
2023-09-14 22:53
11 replies
reddit.com/r/GlobalOffensive/comments/16.. this can be an interesting post for you
2023-09-14 22:58
6 replies
Yeah i saw it, there are still need to be determined some elements of the subtick as Valve clearly doesnt want to tell exactly anything
2023-09-14 23:01
4 replies
this post paint a different picture from what you are saying
2023-09-14 23:05
3 replies
The post given there gives an example of 64 tick divided by fps with 4 inputs that can be segregated into certain outputs which i have said literally just few min ago it doesnt really delete my theory or disproves it it does make it more complicated for sure. I think it could download certain packets to test our internet connection though and fps (in a certain way) and adjust the connection between client and server
2023-09-14 23:16
Apologies, Maybe i was wrong #33
2023-09-14 23:22
1 reply
no problem bro
2023-09-15 01:43
I also do think tickrate standard 64 or 128 as it was in CS:GO is much easier in processing for the game so it doesnt need a lot of working on compared to newly released subtick which can fuck up a lot of things with new data
2023-09-14 23:07
youtu.be/AmIGvTrvkU8?si=JIG4APOSDrb5p5Y8 everything he said in his original video is misleading and incorrect
2023-09-14 23:16
3 replies
Most likely then its 64tick with high packet transfer that could be up to definition of segregation of packets with dynamic response time which means that some of the elements of the game could feel as normal 64tick and some even higher. That would also mean the subtick would have to analyse the large packets and segregate them into for example shooting and movement being top 1 quality in CS terms
2023-09-14 23:24
2 replies
Not "could be", your entire post is wrong subtick is just a fancy technology that allow the server to calculate world actions more accurately. Most of the movement/shooting issues come from a fact it's a new game, on a new engine with new logic and it takes time to recreate something that was carefully balanced on 10 years of technical debt
2023-09-14 23:23
1 reply
I changed "could be" and apologised for the things and i have definitely stated its new technology no need to go aggresive on me, i agree my bad but no need to push on me man 😥
2023-09-14 23:26
people need to stop pretending like its such a big deal lmfao 1) anyone crying about tick is that guy who dies first and says "WTF HOW WAS THAT NOT A HEADSHOT OMG SHIT SERVER" 2) subtick is better than previous system by default 3) valve never intended on updating the servers to 128 in the first place, and just because some 3rd party services had it has no relevance to them. why would they cater to (somewhat) competitive business instead of their own? 4) people will cry but get used to it anyway 5) it's a free game, you have no right to demand anything at all
2023-09-14 22:52
7 replies
just check all the pro that played cs2 on faceit with 128 tick and come back
2023-09-14 22:56
1 reply
back to point 3
2023-09-14 22:57
1st point is projection 2nd is right (which also means subtick+128 tick is better than subtick+64 tick by default) 3rd is right but doesn't make it any less scummy of a move by Valve 4th is wrong, people will find a way to implement 128 tick anyway even if not natively (probably using -insecure) 5th is wrong, I bought it for 3 dollars back in 2015
2023-09-14 23:01
1 reply
1) literally any faceit dead inside mirage grinder who comes to mm only cries about tick when he cant do shit 4) have fun playing with 10k players who actually care to do that 5) so you had 8 years of this game with all the updates at 0.37/year and still get a complete overhaul without any extra price
2023-09-14 23:20
my brother in christ, valve majors are literally played in 128 ticks
2023-09-14 23:02
These arguments are so bad lmfao
2023-09-14 23:37
1 reply
its the reality
2023-09-14 23:57
#14
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Netherlands m1croG
its done, mr12 shitlorant meniu and now force to 64 tic then people ask many years 128 tic - more people will play csgo nonsteam version in private projects then this shitlorant strike 2 #shitlorantstrike2
2023-09-14 22:56
3 replies
delusional
2023-09-14 23:04
you can go play csgo nonsteam version in private projects now, save the tears
2023-09-14 23:17
#41
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Poland Berbe123
You can play csgo we will play cs2
2023-09-15 00:01
#17
JACKZ | 
France Akry
I'm still convinced that people complaining about the 64 vs 128 is bullshit. Other than the 3kphilips video about it that shows that people can't tell the difference, is there another study about it? Can't be that hard to test players, even pros, to see if they actually can tell if it's 64 or 128?
2023-09-14 22:57
2 replies
#23
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Germany xSchons
The only way you can consistently tell is smoke lineups
2023-09-14 23:02
the experiment only proved that the average player (or even the average redditor) could not tell the difference. only anecdotal evidence is proof that good players can tell the difference, which I’m inclined to believe but that’s my opinion
2023-09-14 23:04
#shitlorantstrike2
2023-09-14 23:03
1 reply
#shitlorantstrike2
2023-09-14 23:07
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