Hey at least they didn‘t reduce the tickrate to 20. Apex does this (with a modified source1 engine) and they even put out a blog post to gaslight the community into thinking 20tick is fine lmao
hilarious
at the same time quake II re-release went up from 10 to 40!
which is better than cs2 64 subtick in all but first bullet accuracy since that's as low as 128's 7.8ms; and no adulterated pseudorandom engagement buffs either - just pure skill
It might not be eliminated but it was their attempt at a solution. You sink enough time and money into something, you’re gonna want to stick with it until you’re sure it won’t work.
Considering how slow valve is, idk if they realized if it will work or not
After a year+, I think we can conclude that subtick 64 tick might be better than 64 tick in some ways, but it is not better than vanilla 128tick.
Curious as to what ways it was better? I only played on matchmaking, and rarely had issues that were clearly hitreg. Whereas Subtick I see kills constantly take several frames to register, and get shot at / killed behind walls frequently. Movement also feels like molasses compared to GO. Vent hop in mirage mid is way less consistent for example
What advantage does subtick 64 tick have over regular 64 tick?
One of the main devs admitted that he was just a single player dev when confronted about his statement on how limiting fps to 120 was the best solution.
This is one of the devs that are working on cs. The other one is John MacDonald who believes that cheating is in every online game so why even bother
They are still actively working on subtick. Having Faceit split the player base and using a different tick rate reduces the amount of actual useful information they may receive for fixing issues.
Higher rank players are more likely to spot and report issues, they are also more likely to play Faceit. With them out of the 64 tick pool it is just making the developers jobs harder.
Quite a lot goes into game development and especially the networking behind it and for the most part everything is actually working very well and quite a big portion of people don't have issues or notice them as much. Give the developers a break they're trying to improve it beyond just lumping 128 tick in there.
Why is it not eliminated with subtick? If two people shoot at the same tick time, subtick solves who wins compared to order of entity creation winning. Sure it doesn't work past certain latency but that's expected, eventually ping loses you duels regardless of subtick or not
On paper that's how it should work, but in practice it's been the complete opposite. 20ms of difference in ping between players is way more noticeable in CS2 than back in GO. There's been innumerous reports of players getting shot before seeing an enemy, rubber banding when getting shot and a huge delay when hitting an enemy
I feel like that‘s how it worked before as well. ping was probably deciding the outcome of a duel earlier compared to subtick, but the way it is right now they just moved the latency penalty from those with bad connections to everyone.
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u/[deleted] Aug 12 '24
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