Does CS2 Sub Tick Solve The Tick Rate Debate?

00:08:10
https://www.youtube.com/watch?v=aWtPpry5UPg

Resumo

TLDRThe video discusses the ongoing debate regarding the 64-tick server model enforced by Valve in Counter-Strike 2 and the implications of this decision for players. The speaker argues for allowing the community to experiment with different tick rates instead of being forced into the 64-tick model, which they believe is a temporary measure for data consistency. They explain the concept of tick rate, the introduction of Valve's 'subtik' technology to enhance 64-tick server performance, and highlight the significant impact this has on gameplay experience, especially in competitive scenarios. The discussion emphasizes the need for a compromise that allows for higher tick rates in certain game modes.

Conclusões

  • 🕒 Tick rate is crucial for gameplay responsiveness.
  • 🔍 Valve has enforced a 64-tick standard for consistency.
  • 💡 Subtik aims to improve timing accuracy on 64-tick servers.
  • ⚖️ Higher tick rates can enhance player experience but may impact performance for some.
  • 🎮 Competitive play and casual modes have different tick requirements.
  • 🤔 There's ongoing debate over the necessity of 128-tick servers.
  • 👍 Valve's changes aim to simplify server management.
  • 🤖 Understanding tick rates helps in optimizing gameplay experience.

Linha do tempo

  • 00:00:00 - 00:08:10

    The video discusses the enforcement of a 64-tick rate by Valve for Counter-Strike 2, which has rendered 128-tick servers obsolete. The speaker believes players should be allowed to choose their server tick rates for testing purposes, highlighting the disparity between skilled and less skilled players in the community. It explains what tick rate is, how it affects gameplay, and critiques Valve's decision to prioritize low tick rates to accommodate players with less capable systems. Additionally, the video introduces "subtik," Valve's new technology that aims to enhance 64-tick servers by precisely timestamping player inputs, which could potentially make 64-tick servers more reliable than 128-tick servers from the previous game iteration. However, there remains a disconnect between client and server states, causing issues like peeker's advantage and the perception of different experiences in-game. The speaker expresses optimism about Counter-Strike 2's future despite some problems and suggests a compromise where certain gameplay modes could operate at a higher tick rate.

Mapa mental

Vídeo de perguntas e respostas

  • What is tick rate?

    Tick rate is the number of times per second that the game state is updated on a server.

  • Why did Valve enforce 64-tick servers for CS2?

    Valve enforced 64-tick servers to maintain consistency and to avoid issues with players using unauthorized methods for running 128-tick servers.

  • How does Valve's "subtik" technology work?

    Subtik timestamps inputs to accurately track when actions occur, improving the responsiveness of 64-tick servers.

  • What are the issues with 128-tick servers?

    128-tick servers can negatively impact players with poor PCs or connections, leading to a disparity in gameplay experience.

  • How does tick rate affect gameplay?

    Tick rate significantly impacts how smooth and responsive gameplay feels; higher tick rates generally provide a better experience.

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Rolagem automática:
  • 00:00:00
    can't we just get Beyond tick rate valve
  • 00:00:02
    has enforced 64-tick consistency when
  • 00:00:05
    running Counter-Strike 2 servers meaning
  • 00:00:06
    faceit is now 64 tick 128 tick is
  • 00:00:10
    officially dead I think it's better it's
  • 00:00:12
    more helpful if they let us run servers
  • 00:00:14
    how we please if 128 tickets Superfluous
  • 00:00:16
    with subtic let us figure that out for
  • 00:00:18
    ourselves through testing there are a
  • 00:00:21
    lot of smart and talented people
  • 00:00:22
    currently messing around with
  • 00:00:23
    Counter-Strike 2. they can be an asset
  • 00:00:26
    they're also a lot of dummies
  • 00:00:27
    unfortunately the dummies tend to be
  • 00:00:29
    louder I think valve hard-coded 64-tick
  • 00:00:32
    temporarily as they test the game
  • 00:00:34
    because they want to make sure all the
  • 00:00:35
    data they get is consistent the reason
  • 00:00:37
    why they hard-coded it is because people
  • 00:00:39
    who were running 128 tick servers did so
  • 00:00:42
    using methods that valve did not want
  • 00:00:44
    them to use the term hacking is thrown
  • 00:00:47
    around a lot these days the definition
  • 00:00:49
    is very broad so you can see why valve
  • 00:00:51
    did that if someone's gonna mess with my
  • 00:00:53
    code I'm gonna slap them to understand
  • 00:00:55
    all this stuff we first have to
  • 00:00:57
    understand what tick rate is put simply
  • 00:00:59
    take crate is the number of times per
  • 00:01:01
    second that the game state is updated
  • 00:01:04
    what this is called the game Loop input
  • 00:01:06
    is processed calculations are done and
  • 00:01:09
    the new game state is sent out the game
  • 00:01:11
    state is all the information of what is
  • 00:01:14
    going on in the game where your player
  • 00:01:15
    is where the other players are where
  • 00:01:17
    your players look and everything it's a
  • 00:01:19
    snapshot of the game if a server has a
  • 00:01:21
    tick rate of 64 that means the game
  • 00:01:23
    state is updated 64 times a second or
  • 00:01:26
    once every 16 milliseconds this is what
  • 00:01:28
    happens when you don't have a tick rate
  • 00:01:30
    see Bethesda don't know how to program
  • 00:01:32
    good they tied the physics engine to the
  • 00:01:34
    frame rate and then just locked the
  • 00:01:35
    frame rate it's a much better practice
  • 00:01:37
    to tie any game Loop to time because
  • 00:01:40
    time is a constant well it's not but
  • 00:01:43
    it's close enough Counter-Strike is a
  • 00:01:45
    multiplayer game that uses the client
  • 00:01:47
    server architecture the client is your
  • 00:01:49
    computer every player has their own
  • 00:01:51
    computer they connect to a server where
  • 00:01:54
    the game state is kept what you see on
  • 00:01:56
    your computer is not the same as the
  • 00:01:59
    games state but it tries to be as close
  • 00:02:01
    as possible so the game feels good it
  • 00:02:04
    also lies to you but more on that later
  • 00:02:06
    when you do something in the game like
  • 00:02:08
    click to shoot that information is sent
  • 00:02:10
    to the server the server then updates
  • 00:02:11
    the game State and sends out the update
  • 00:02:13
    to every other client so why 128 tick
  • 00:02:16
    bigger number better everybody knows
  • 00:02:19
    that but at a certain point the
  • 00:02:21
    betterness of bigger number isn't as
  • 00:02:23
    better as something called diminishing
  • 00:02:25
    returns so where's The Sweet Spot that
  • 00:02:28
    sweet spot in Global Offensive is 128
  • 00:02:31
    tick however valve decided to run the
  • 00:02:34
    matchmaking servers at 64 tick their
  • 00:02:36
    reasoning was that a lot of
  • 00:02:37
    Counter-Strike players have crappy PCS
  • 00:02:39
    and internet connections and that 128
  • 00:02:42
    tick would actually negatively impact
  • 00:02:43
    their experience plus it costs twice as
  • 00:02:46
    much to run we had a scenario where
  • 00:02:48
    competitive Counter-Strike was played at
  • 00:02:49
    128 tick and Casual at 64 tick this is
  • 00:02:53
    not good the game behaves differently
  • 00:02:55
    depending on the tick rate it feels
  • 00:02:57
    different it's better if everybody
  • 00:02:58
    played at the same game tick rate under
  • 00:03:01
    the same game rules but Mr War Apple I
  • 00:03:03
    hear you say that's because the valve
  • 00:03:05
    servers are lower quality The Tick rate
  • 00:03:07
    isn't important it's true that the
  • 00:03:09
    servers are lower quality but it's also
  • 00:03:11
    true that tick rate is significant to
  • 00:03:13
    the gameplay experience anyone telling
  • 00:03:15
    you otherwise is wrong I'm adding this
  • 00:03:18
    segment into the video as I'm rendering
  • 00:03:19
    this NATO safinx uploaded a video where
  • 00:03:22
    Pro Player robs was able to tell the
  • 00:03:24
    difference between 64 tick and 128 tick
  • 00:03:27
    100 of the time just by moving around so
  • 00:03:31
    Checkmate atheists and that brings us to
  • 00:03:33
    Counter-Strike 2 where valve has
  • 00:03:35
    unveiled a new technology they call
  • 00:03:37
    subtik which aims to make 64 tick
  • 00:03:40
    servers good enough so what is subtik
  • 00:03:42
    every time you perform an input such as
  • 00:03:44
    clicking to shoot an enemy that input is
  • 00:03:46
    time stamped so that when it's sent to
  • 00:03:48
    the server and the server updates the
  • 00:03:50
    game state it will have a very accurate
  • 00:03:53
    idea of when that input happened the
  • 00:03:56
    server still has a tick rate it's not
  • 00:03:58
    tickless like some people were saying
  • 00:03:59
    that makes no sense it just remembers
  • 00:04:01
    where you were aiming at the exact
  • 00:04:04
    moment you clicked instead of tying all
  • 00:04:06
    of that to a server tick like it did in
  • 00:04:09
    Global Offensive I'll make this bold
  • 00:04:10
    claim because I'm pretty sure I'm right
  • 00:04:12
    here when it comes to processing player
  • 00:04:14
    inputs a cs264 tick server is more
  • 00:04:17
    accurate and reliable by a lot than a
  • 00:04:20
    Global Offensive 128 tick server the
  • 00:04:23
    negative to cs264 tick is in the
  • 00:04:26
    feedback the player gets I think this is
  • 00:04:28
    a great idea and I'm kind of shocked
  • 00:04:31
    that it isn't the standard I'm sure the
  • 00:04:33
    technology is more complicated than that
  • 00:04:35
    but that's my simple understanding of it
  • 00:04:37
    does that mean we are Beyond tick rate
  • 00:04:40
    if so why not run servers at 32 tick or
  • 00:04:42
    how about one tick obviously the server
  • 00:04:45
    tick rate still matters at 64 tick even
  • 00:04:48
    though the inputs aren't limited to
  • 00:04:50
    intervals the server is still sending
  • 00:04:52
    out the updated game state to everyone's
  • 00:04:54
    computer once every 16 milliseconds
  • 00:04:57
    under 128 tick that's once ever every
  • 00:05:00
    eight milliseconds and then your client
  • 00:05:02
    has to make sense of the information and
  • 00:05:03
    display it to you on the screen so that
  • 00:05:05
    the illusion is not broken remember
  • 00:05:08
    before when I said that what you see on
  • 00:05:10
    your monitor is not the game State Well
  • 00:05:12
    it can't be it's impossible there will
  • 00:05:14
    always be a disconnect between client
  • 00:05:16
    and server so the client tries to be
  • 00:05:19
    sneaky about it one method to do this is
  • 00:05:21
    something called interpolation
  • 00:05:22
    interpolation as a concept is simply
  • 00:05:24
    filling in the gaps this is our data we
  • 00:05:27
    draw the line and we say oh where the
  • 00:05:29
    data gonna be out it's probably going to
  • 00:05:30
    be right there the data is where the
  • 00:05:32
    player is moving oh we smoothed it ha I
  • 00:05:34
    tricked you into learning what you're
  • 00:05:35
    seeing is not 100 what is happening but
  • 00:05:38
    it feels good anytime you become aware
  • 00:05:41
    of the fact that what you're seeing is
  • 00:05:43
    actually an illusion it doesn't feel
  • 00:05:45
    good for example have you ever been
  • 00:05:47
    playing a video game and you died after
  • 00:05:49
    you ran behind cover guess what you
  • 00:05:51
    weren't behind cover on the other guy's
  • 00:05:53
    screen this is fair but it doesn't feel
  • 00:05:55
    good peaker's Advantage is another
  • 00:05:57
    example if I run around the corner I'm
  • 00:05:59
    doing that before the game State updates
  • 00:06:01
    and before that is sent to the other
  • 00:06:03
    player so I'm turning the corner before
  • 00:06:04
    the other guy sees me the effect becomes
  • 00:06:06
    worse the higher the latency is and the
  • 00:06:08
    lower the tick rate is but obviously the
  • 00:06:09
    latency is more important here okay I
  • 00:06:11
    kind of screwed up here I posted a
  • 00:06:13
    little bit of misinformation on the
  • 00:06:14
    internet there's a popular Reddit post
  • 00:06:16
    talking about the settings for
  • 00:06:17
    interpolation I tweeted it out these are
  • 00:06:19
    values on the client side that change
  • 00:06:21
    how the interpolation calculations are
  • 00:06:23
    running except they actually weren't it
  • 00:06:25
    was complete Placebo the values did
  • 00:06:27
    nothing but we thought they did in an
  • 00:06:30
    update valve removed these variables
  • 00:06:31
    from the dev console so now we can't
  • 00:06:33
    modify them anymore this is why valve
  • 00:06:35
    thinks we're stupid now I have a very
  • 00:06:37
    good computer and I have a very good
  • 00:06:38
    internet connection I have not been
  • 00:06:40
    having the problems that other people
  • 00:06:42
    have been having with Counter-Strike too
  • 00:06:43
    it feels great to me I'm not saying
  • 00:06:46
    there aren't problems I'm not
  • 00:06:47
    discounting what other people are saying
  • 00:06:49
    maybe the tick rate isn't the problem
  • 00:06:51
    this time though the only way to know
  • 00:06:52
    that is to test and valve has removed
  • 00:06:54
    our ability to do that which is both a
  • 00:06:56
    Chad move and totally not cool because
  • 00:06:58
    I'm on the other end of it I'm still
  • 00:07:00
    incredibly optimistic about
  • 00:07:02
    Counter-Strike 2 valve has proven that
  • 00:07:03
    they'll improve the game with
  • 00:07:04
    incremental updates and now on the
  • 00:07:06
    source 2 engine with a beautifully
  • 00:07:08
    programmed game they have the resources
  • 00:07:10
    to do that even though I haven't posted
  • 00:07:12
    in a month it's got nothing to do with
  • 00:07:13
    Counter-Strike I'm just going through
  • 00:07:15
    stuff and I know what you're thinking
  • 00:07:16
    how could someone as talented and
  • 00:07:18
    handsome and good at everything be going
  • 00:07:20
    through stuff everybody goes through
  • 00:07:21
    stuff I I I'm gonna be okay certainly
  • 00:07:24
    simply doubling the resource costs to
  • 00:07:26
    solve a technical problem is in
  • 00:07:27
    inelegance solution but it works even
  • 00:07:31
    though I found it funny I don't like
  • 00:07:33
    that they remove the ability to run them
  • 00:07:35
    at 128 tick it's not like an ostrich
  • 00:07:37
    sticking its head into the sand it's
  • 00:07:39
    like a man grabbing an ostrich by the
  • 00:07:41
    neck shoving his head into the sand and
  • 00:07:44
    going everything's okay it's okay if the
  • 00:07:47
    128 tick is actually much better and the
  • 00:07:49
    pro scene adopts it and competitive is
  • 00:07:51
    all played at 128 tick and we have the
  • 00:07:53
    split Community again
  • 00:07:55
    how about a compromise how about we take
  • 00:07:58
    the premiere mode you made which I
  • 00:07:59
    really like and we make that 128 tick
  • 00:08:02
    and everything else can be 64 tick
  • 00:08:04
    thanks for watching I am the war owl and
  • 00:08:06
    I guess I'll see you Wednesday and I
  • 00:08:09
    still have no closer
Etiquetas
  • Counter-Strike 2
  • tick rate
  • Valve
  • subtik
  • gameplay
  • 64-tick
  • 128-tick
  • competitive gaming
  • game mechanics
  • server performance