So you see only 64 refreshes a second. Your screenshots do not mean anything. In both cases it was just poor aim, not an issue with tick rate. Trust me i've been playing this game for over 3 years and there is no difference in server quality. A community for sharing anything related to the Counter-Strike series of games. I remember when I bought a cheat from navewindre a8pure? There are controls on the loop so that 2 different pieces of hardware e. For both shots it didn't miss because of tick rate, he missed due to poor aim.
Such as Entity interpolation Input prediction, Lag compensation, Optimizations, all of which are improved by higher server specs and less load, not tick rate. The second clip were both misses as well, the first shot missed the head due to bad aim and weapon inaccuracy the crosshaor was on the back of the neck, and just bad luck with weapon inaccuracy. This is what makes the game feel 'more smooth' and less delay when crouching behind ledges and running behind walls. Do you know what else exists? To understand the meaning of a tick first you need to have a high level understanding of a game loop. This sidebar is currently being updated. If I can't come to a rational conclusion to prove you wrong it sounds argumentative, I know , it would be safe to presume you're right and I've gone cowering in the corder to hide my shame.
Some online games such as Titanfall have much lower tickrates 20. To learn more, see our. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. Do you have any figures to back that up? Didn't you just say even pro's wouldn't feel a difference? This is sort of like a chickens voting Colonel Sanders situation. If you were truly willing to learn then I find it hard to see how you would still refute the negligible effect only increasing tick rate has. I actually thought this was it but I apparently got lost somehow, despite your name being blue. Also a lot of externals use a sleep function to stop the cheat from sucking up usage, this causes delay too.
The answer to this, is that there are many different variables than tick rate, you all just are not aware of them because you do not study in the field or research what you are talking about. Now I do not claim to have an indubitable answer as to why so many people seem to feel a difference between 64 tick and 128 tick, but I do have a couple possible theories. Regardless of what you set these min and maxs to, the server will process -tickrate game frames per second to the closest number of milliseconds i. There is differences from the quality of servers. Personal experience tells you that 128 tick is way better, however when you have actual knowledge about how stuff works you realize that 128 tick over 64 tick, the differences would be negligible, the real question is why so many people claim to feel a difference when there isn't one.
But you get more accurate shots, due to the maximized snapshots. A tickrate of 60 would update the game state 60 times every second. This is well over half of the userbase we are talking about here Do you have any figures to back that up? Take a loot at the rank distributions Only some globals and some supremes would have the expertise to notice a difference, or a shot that would have hit every few games or so. If you all were merely educated enough on such a niche subject Another bold assumption, I've been playing counterstrike for 15 years and absorb knowledge wherever possible, I actually enjoy learning. I happen to mostly play on 2 community servers, one running at 64 tick and one at 128. That means that all calculations are barely done 64 times per second. This means that every second the game world has been updated 20 times and rendered to screen 60 times assuming 60 fps.
The differences between 128 tick and 64 tick are minimal despite what you read in this echo chamber and see on even usually reputable YouTube channels , differences so minimal, even professional players would not be able to distinguish the difference without using any grenades or bhopping. I am not a businessman by any means, but I imagine keeping your customers happy is the ultimate way to make money, 128 tick, while seemingly wanted by the community would not be in the majority of consumer's best interests. I never said that it should be played on 64 tick. Other games with dedicated servers will have much lower tick-rates than 60, both to increase the audience more people able to run without issues and to reduce cost. The game operates in short rounds that end when all players on one side are dead or a team's objective is completed. Tickrate - How many times per second your client is updated by the server you are playing on. Great, this is something I didnt change.
That is only 3% of all competitive players. If you were to create a local host 64 tick server, then a local host 128 tick server, without bhopping or using grenades you would very likely be unable to tell the difference, and even those with expertise in the game would have a difficult time. Note: I say without bhopping and throwing nades, because these do not improve in 128 tick, they are simply different. In another sense, it's a count of how many 'samples' you take from a theoretical real-life scenario. Better optimization, if you are external that will slow it down slightly, moving internal can give you better performance and allow you to hook CreateMove so that your inputs are as commands instead of button presses and are verified commands. What caused you to question tickrate within a handful arounds would be frustration with your knowledge that you were in matchmaking.
Don't know what to do or who to tell? You need to try really hard not to notice a difference between 64 and 128 tick. However it's not too much of a problem there, since quick reactions give precedence to superior tactics and preparation in hour long combat. Also, depending on netcode which may be optimised for 60 rather than 100+ you could see other bugs with sync, floating point issues etc. Take a loot Only some globals and some supremes would have the expertise to notice a difference, or a shot that would have hit every few games or so. Go on twitter and ask any pro you want if they think 128 is useless. I don't exactly understand what's a tick exactly.
The competitive community prefers a higher tickrate because it is more accurate. I will have to adjust my playstyle a little. The actual issue for getting shot after you duck behind something, or running behind a corner is that the hitboxes do not always line up with where you actually are, and while this was improved with the not-so-recent hitbox update it is still there. How many times can you click the mouse in any one second, anyway? If I had the resources and time, I would conduct a double blind study with controlling for all of those variables and write a report on if anyone could tell a difference, and if so at what level of expertise and experience would they be able to. I'd argue bhopping being easier in 128 tick is even worse because that simply means it is easier to abuse an exploit. I would like to see statistics on how many people use wireless vs wired internet. Side note: this is bf4 but the explanation goes over the generality of netcode.