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