What Are Tick Rates in CS2?

sub-tick updates

Definition of Tick Rate

In simple terms, a tick rate in an online game like Counter-Strike 2 (CS2) refers to how many times per second the game server updates what’s happening in the world. Every single “tick” is essentially a moment when the server processes inputs from players—like movement, shooting, or throwing grenades—and then updates the game state based on those actions.

Imagine the server as a high-speed camera snapping images of the game. If the server has a 64-tick rate, it captures 64 frames per second of player interactions. If it’s 128-tick, it captures 128 frames per second. The higher the tick rate, the more frequently the server updates, leading to smoother and more accurate gameplay.

This means when you shoot, peek around corners, or strafe, a higher tick rate will result in those actions being recognized more precisely and with less delay. That’s why tick rate has always been a hot topic in competitive gaming.

In CS2, however, Valve has shifted the conversation by introducing the sub-tick system—a new way of processing these actions that challenges the very need for traditional tick rates. But before we get into that, it’s important to understand why tick rates mattered so much before.

How Tick Rate Affects Gameplay

cs2 tickrate

Tick rate plays a crucial role in how fluid and fair your experience feels in an online shooter. Let’s break down a few direct effects it has on your gameplay:

  • Shooting Accuracy: In a 64-tick server, your shot may not register exactly when you click your mouse. There’s a slight delay, and sometimes your shot could be registered just after you move or stop. In a 128-tick server, that window is much tighter, so your shot feels more “on point.”
  • Movement Precision: Strafing left or right, especially for peeking around corners, is more consistent on higher tick rates. Lower tick servers often lead to “ghost peeks” or situations where what you saw wasn’t quite what the enemy saw.
  • Grenade Mechanics: Smokes, flashes, and molotovs can behave differently depending on tick rate. A smoke that bounces perfectly on a 128-tick server might not work the same on a 64-tick one.
  • Player Reactions: Tick rate affects how fast the server reacts to your inputs and relays them to other players. This matters a lot in high-level competitive scenes where split-second decisions define the match.

Before CS2, these factors made players demand 128-tick servers for ranked matchmaking, which Valve refused to provide in CS:GO. Instead, FACEIT and ESEA stepped in, offering premium servers with 128-tick support. This became the standard for pro play.

So why did Valve take a different approach with CS2? The answer lies in the evolution of tick rates over the years.

The Evolution of Tick Rates in Counter-Strike

faceit challenge

Tick Rates in CS 1.6 and CS: Source

Let’s go back in time.

In Counter-Strike 1.6, the tick rate wasn’t as heavily discussed because the game mechanics were simpler and most players were on local area networks (LAN) or using dial-up connections. That said, even then, server updates per second determined how smooth gameplay was.

As the series evolved into Counter-Strike: Source, Valve began implementing more sophisticated netcode, but the game still defaulted to lower tick rates. Competitive players began to tinker with server configurations, pushing for 100+ tick rates to reduce lag and desync issues.

But it wasn’t until CS:GO that the tick rate debate reached a boiling point.

The Standardization of 64-Tick and 128-Tick Servers in CS:GO

By default, CS:GO matchmaking used 64-tick servers, which were fine for casual gameplay but not nearly accurate enough for the precision competitive players demanded. Movement, hit registration, and utility behavior were all impacted.

This gave birth to third-party platforms like:

  • FACEIT
  • ESEA
  • CEVO

These platforms offered 128-tick servers, and the improvement was instantly noticeable. Pro players and high-level competitors flocked to these platforms, not just for the ranking system but for the better, faster server performance.

128-tick became the holy grail. You’d often hear:

“Why can’t Valve just make matchmaking 128-tick?”

But that never happened—until CS2 came out and did something completely different.

Introduction of Sub-Tick Updates in CS2

cs2 aiming at competitor

What Is the Sub-Tick System?

In CS2, Valve dropped a bombshell: they weren’t moving to 128-tick. Instead, they introduced sub-tick updates.

So what exactly is sub-tick?

Sub-tick is a system where the server records the exact moment you perform an action—like clicking your mouse to shoot or moving your character—rather than waiting for the next tick to log it.

Think of it this way:

  • In tick-based servers, your shot is only recognized at the next tick, maybe a few milliseconds after you clicked.
  • In sub-tick servers, your shot is recorded instantly, and the server simulates what happened at the exact time you acted.

This is massive. It means:

  • Less input delay.
  • Better hit registration.
  • More fairness, especially in peeking scenarios.

Valve calls this system “responsive movement and shooting,” and it aims to make every action feel instantaneous.

Valve’s Goals with Sub-Tick Mechanics

Valve didn’t just want to upgrade to 128-tick—they wanted to redefine how netcode works in multiplayer shooters.

Here’s what they were targeting:

  1. Precision: By capturing the exact time of each input, they eliminate the delay caused by waiting for the next tick.
  2. Consistency: Whether you’re playing on a high-end PC or a potato laptop, your actions register the same on the server.
  3. Server Efficiency: Instead of constantly running at 128 ticks per second (which is CPU intensive), the sub-tick model lets Valve deliver 128-tick level responsiveness without the constant overhead.

In short, Valve is trying to outsmart the tick-rate arms race. But how does it actually work?

How Sub-Tick Works Behind the Scenes

how Sub-Tick Works

Event-Driven Input System Explained

Traditional servers operate like a metronome. Every tick, they look at what inputs have come in, process them, and update the game state.

Sub-tick changes that completely.

Instead of batching inputs into a tick cycle, CS2’s servers record when exactly you clicked or moved. Then, on the server side, they simulate what the game world looked like at that exact moment—down to the millisecond.

This means the server no longer waits. It’s reactive, not rhythmic.

Let’s say you peek and shoot at the same time. In a 64-tick server, your shot might be recorded after the peek, or even delayed. In CS2’s sub-tick system, the server logs both events as they happen—and reconstructs them properly for all players.

That’s a game-changer.

Differences Between Sub-Tick and Traditional Tick-Based Logic

Here’s a quick table to help visualize the difference:

FeatureTraditional Tick SystemSub-Tick System (CS2)
Input HandlingBatched per tickTimestamped immediately
Shooting PrecisionDepends on tick rateNear-instant input response
Movement RegistrationDelayed per tickInstantaneous reaction
Server Update Rate64 or 128 ticks/secDynamic, event-driven
Fairness During PeeksTick-dependentMore synchronized

Sub-tick doesn’t remove the need for server updates—but it makes when you perform actions matter more than how often the server updates.

That’s a radical shift—and not everyone understands the full implications yet.

Sub-Tick vs Tick Rate: What’s the Difference?

Key Technical Differences

While tick rate and sub-tick systems are often mentioned in the same breath, they are fundamentally different concepts. The key distinction lies in how they measure time and process inputs.

In a traditional tick-based system:

  • Time is sliced into even intervals (ticks), typically 64 or 128 per second.
  • All inputs are collected during a tick window and processed together.
  • Any inputs that happen between ticks are effectively “rounded” to the nearest tick.

With sub-tick, however:

  • Every input (mouse click, keyboard press, movement) is timestamped precisely at the moment it occurs.
  • The server doesn’t wait for the next tick—it uses the exact timing to simulate what happened.
  • This removes the “rounding” and input batching issues that can cause inconsistencies.

In essence, traditional tick systems are like watching a movie frame by frame, while sub-tick is like watching a live performance—you get every detail, exactly when it happens.

This means CS2’s sub-tick system is not just about server refresh rates—it’s about prioritizing input timing and simulation accuracy.

Impact on Accuracy, Hit Registration, and Latency

The biggest selling point of sub-tick is how it improves hit registration and shooting accuracy.

In traditional tick systems, when you click to fire, the server might not acknowledge that input until the next tick. This could be up to 15.6ms later on a 64-tick server. That delay is long enough to affect whether a bullet hits or misses—especially when milliseconds decide gunfights.

With sub-tick, your shot is logged and processed exactly when it happened, which leads to:

  • More accurate bullet traces.
  • Better consistency between what you see and what happens.
  • Fewer “WTF moments” where it seems like your bullet should’ve hit.

Latency also feels reduced. While your actual network ping doesn’t change, the way your inputs are recognized by the server feels faster. This has a psychological impact—it just feels snappier.

This is especially important for high-level players, where every millisecond counts. If you’re holding a tight angle with an AWP, sub-tick ensures that your click gets the priority it deserves, not delayed by a server tick.

Competitive Advantage and Fairness

cs2 player in game

Does Sub-Tick Improve Competitive Integrity?

Let’s talk competition. In games like CS2, fairness and predictability are essential pillars of competitive integrity. If two players peek a corner at the same time, the one with the faster connection or better tick timing shouldn’t win just because of server-side processing quirks.

Sub-tick addresses this by:

  • Eliminating artificial delays caused by tick batching.
  • Ensuring each player’s actions are considered at their true timing.
  • Reducing server-side discrepancies in hit registration.

This creates a level playing field where decisions and reflexes are rewarded, not just good ping or tick timing luck.

Previously, in 64-tick servers, you could die before seeing your opponent due to what’s called “peekers advantage.” Sub-tick softens this effect by syncing input timing more accurately across players, giving defenders a fairer shot.

For competitive players and esports organizations, this is huge. Matches are no longer influenced by which tick the server was on when a shot was fired. Instead, it’s down to pure skill and reaction.

Impacts on Professional and Casual Players

Pro players have generally welcomed sub-tick with cautious optimism. They appreciate the:

  • Better peek consistency.
  • Sharper hit registration.
  • Fewer desync issues in gunfights.

However, the benefits aren’t only for pros. Even casual players experience:

  • More responsive movement.
  • Better shot accuracy with pistols and rifles.
  • Fewer “I swear I hit him!” moments.

That said, casuals might not notice sub-tick as immediately as competitive players. The improvements are subtle unless you’re playing at a high level or deeply familiar with CS:GO’s quirks. Still, over time, it builds into a better overall experience for everyone.

And let’s not forget: Valve’s matchmaking system now uses the same netcode tech as pro matches. That’s a big win for the community.

Sub-Tick and Server Performance

cs2 server locations

Server Load and Network Optimization

A common misconception is that sub-tick is more resource-intensive than 128-tick. After all, if it’s more accurate and responsive, doesn’t it require more server power?

Actually, no—and that’s where Valve’s engineering shines.

Instead of pushing servers to run 128 ticks per second (which increases CPU usage and bandwidth costs), sub-tick focuses on event-driven updates. That means:

  • Servers only process events when actions occur, not at fixed intervals.
  • This reduces idle processing and improves efficiency.
  • The server simulates high-tick responsiveness without maintaining high-tick update rates all the time.

For Valve, this is a cost-efficient solution that scales better across regions and player volumes. They can offer “128-tick quality” performance without paying the full hardware price.

For players, that means smoother gameplay and no need to rely on third-party platforms for high-quality servers.

Is Sub-Tick Cost-Efficient Compared to 128-Tick?

Let’s break it down:

Factor128-Tick ServersCS2 Sub-Tick System
Server LoadHighModerate
Bandwidth UsageHighLower
Input PrecisionHighEven Higher
Cost Per ServerMore expensiveLess expensive
ResponsivenessGoodBest in class

Valve essentially created a system that mimics the quality of 128-tick while keeping costs similar to 64-tick.

This means they can afford to give everyone high-quality matchmaking—without asking players to pay or switch platforms. From a business and technical standpoint, it’s a genius move.

Community Reactions to CS2’s Sub-Tick System

cs2 player getting interviewed

Initial Impressions from Pro Players

When CS2 launched, many pros jumped in to test the sub-tick system. Reactions were a mixed bag at first—but leaned positive once players spent more time in the game.

Here’s what some of them noticed:

  • Peeks felt fairer: No more getting one-tapped before seeing the enemy.
  • AWP flicks felt snappier: Timing your shot now feels more “honest.”
  • Utility lineups stayed consistent: Timing-based smokes and flashes are more reliable.

Some pros were skeptical, especially those used to the feel of FACEIT 128-tick servers. But over time, most agreed that CS2’s sub-tick provided comparable or better performance.

Feedback from Casual Gamers and Streamers

On the casual side, the story is a little different.

Streamers and everyday players were often confused by the sub-tick terminology. Many asked: “Is this 128-tick or not?” Others complained that CS2 didn’t feel as smooth as CS:GO on FACEIT.

Part of this confusion comes from:

  • Muscle memory tied to old server behaviors.
  • Perceived lag due to graphical changes, not netcode.
  • Lack of visible server tickrate stats in CS2.

However, once players adjusted, many began to notice:

  • Better shot registration in duels.
  • Smoother movement during tight peeks.
  • Consistent gameplay across matches, even in Valve matchmaking.

While the tech behind sub-tick is impressive, Valve still needs to improve transparency and education around how it works. Players trust what they can see—and sub-tick is mostly under the hood.

Myths and Misconceptions About Sub-Tick

“Sub-Tick Is Just a Buzzword”

One of the most common misconceptions floating around forums and Reddit threads is that “sub-tick is just a fancy marketing term”—a hollow promise made by Valve to dodge implementing 128-tick servers.

But here’s the truth: Sub-tick is a legitimate, measurable change in how CS2 handles networking and player inputs. It’s not just a PR gimmick.

This myth likely stems from:

  • Lack of visible stats or UI elements showing sub-tick in action.
  • Players confusing performance issues or lag with sub-tick mechanics.
  • The unfamiliarity of event-driven networking models.

Valve didn’t just rename 64-tick servers and call it a day. They introduced a new backend simulation model that captures more precise input timing than either 64-tick or even 128-tick systems traditionally could.

So, while “sub-tick” might sound like a buzzword, it’s backed by real engineering designed to overcome the limitations of tick-based gameplay.

Misunderstandings About Input Precision

Another common myth is that sub-tick will automatically make you hit every shot. This isn’t true. Sub-tick makes your inputs more accurately represented, but it doesn’t improve your aim. It just means:

  • What you do is what the server sees, with less ambiguity.
  • You won’t be penalized by timing mismatches or tick delays.

It’s still on you to click heads, master recoil, and time your utility correctly. Sub-tick doesn’t make you a better player—it just makes the game fairer and more reflective of your actual performance.

So if you’re still missing your shots, don’t blame sub-tick. Blame your aim. 😉

Real-World Impact on Gameplay

Shooting, Peeking, and Movement Differences

Now let’s get into the meat of it: how does sub-tick actually feel during gameplay?

The short answer: It feels different. And once you notice it, you can’t unsee it.

  • Shooting: Shots register more instantly. Especially in spray transfers or one-tap scenarios, there’s less “lag” between click and confirmation.
  • Peeking: Sub-tick peeks feel more fair. In CS:GO, you might peek and get domed before even seeing your enemy. In CS2, you both see each other at the correct moment more often.
  • Movement: Strafing and counter-strafing feels tighter. Jump throws are more consistent. You can even “feel” the difference in AWP flicks or jiggle peeks.

These changes are subtle, but they add up to a smoother and more competitive experience.

Does It Feel Better or Worse Than CS:GO?

This is a subjective question—and the community is split.

Some players say CS2 feels more sluggish, but that’s usually tied to:

  • Poor optimization or low FPS.
  • Changes in animation timing.
  • Muscle memory from thousands of hours in CS:GO.

But when you look purely at the netcode, CS2 is more precise than CS:GO ever was, even on 128-tick servers. That said, the feel of the game still needs work—something Valve is constantly improving.

Once players adjust, many agree that CS2 feels more “accurate” when it comes to feedback, shot registration, and fair fights.

Testing Tick Rate and Sub-Tick Locally

Tools to Analyze Tick Rates and Input Timing

If you’re the kind of player who loves to test, analyze, and dig deep into your gameplay mechanics, you might be wondering: how do I test this stuff myself?

While CS2 doesn’t show tick rates in net_graph the same way CS:GO did, there are third-party tools and commands that can help:

  • net_graph (limited info in CS2 but still useful).
  • Packet capture software (like Wireshark).
  • Tools like HLAE (Half-Life Advanced Effects) for demo analysis.
  • High-speed camera recordings (used by YouTubers to test input latency).

These tools can help you visualize how long it takes from click-to-shot, how responsive movement is, and whether actions feel more synchronized with visuals.

But keep in mind: sub-tick operates behind the scenes. You won’t always see it, but you’ll feel its impact in tight gunfights and micro-adjustments.

How to Measure Your Experience in CS2

If you want to get hands-on:

  1. Join a custom lobby or bot match in CS2.
  2. Try testing:
    • One-taps with the Deagle at various ranges.
    • Peek-and-shoot scenarios with bots.
    • Throwing the same smoke lineup repeatedly.
  3. Record your gameplay and slow it down to analyze input timing.

Do your bullets hit when you expect? Does your movement feel more responsive? That’s sub-tick at work.

The best measurement of sub-tick isn’t a number—it’s how consistent and natural your gameplay starts to feel over time.

Future of Netcode in Competitive FPS Games

Will Other Games Adopt Sub-Tick Systems?

Valve may have just sparked a revolution in multiplayer FPS netcode.

If CS2’s sub-tick system proves to be successful—and early signs show it is—other developers will likely follow suit. Games like Valorant, Apex Legends, and even Call of Duty may begin exploring event-driven networking to improve:

  • Hit registration.
  • Input latency.
  • Competitive fairness.

Just like 128-tick became a buzzword that defined “good servers,” sub-tick could be the next evolution of that benchmark.

Expect to see more developers mention:

  • Input timestamping.
  • Event-based simulation.
  • Hybrid tick/sub-tick models.

It’s an arms race—and CS2 just got a major head start.

How CS2 Could Set a New Standard

CS2 might be the first mainstream FPS to ditch traditional tick rates in favor of a smarter, more dynamic model. If successful, it could become the new gold standard for:

  • Esports netcode.
  • Competitive matchmaking.
  • Low-latency gameplay on a global scale.

Valve’s approach isn’t just about better servers—it’s about future-proofing FPS netcode for the next decade.

Technical Limitations and Possible Improvements

Room for Future Optimization

While CS2’s sub-tick system represents a big leap forward in netcode technology, it’s not perfect. There are still several technical challenges and limitations that could be improved in future updates.

  1. Server Transparency: Players want to see actual sub-tick stats, or at least have an option to monitor server responsiveness. Currently, CS2 hides a lot of server data that was previously visible in CS:GO. Valve could bring back or enhance the net_graph to reflect sub-tick information.
  2. Visual Desyncs: Some players report visual inconsistencies—like bullets missing when they look like they should hit. This might be a result of new animations or interpolation algorithms not syncing perfectly with the sub-tick simulation.
  3. Input Lag Misinterpretation: Players with higher ping or lower FPS may feel like sub-tick isn’t working properly. While the system captures inputs precisely, client-side performance still plays a big role in perceived responsiveness. Valve could introduce better visual indicators to help players distinguish between network lag, input delay, and system lag.
  4. Cheat Exploits: With any new networking model comes the risk of new exploits. Sub-tick systems could potentially open up avenues for timing-based cheats or manipulation of input events. Valve needs to stay vigilant and continually update anti-cheat systems to accommodate these changes.

Sub-tick is an evolution, but not the endgame. It lays the groundwork for further improvements—and the community will be watching closely to see how Valve iterates on it.

What Valve Can Do Better

Valve has done something impressive by shifting to sub-tick, but a few improvements could help players better understand and appreciate this technology:

  • Better In-Game Feedback: Let players know when sub-tick is kicking in. A toggleable graph or performance HUD could give real-time data on input recognition.
  • Educational Material: A short in-game tutorial or Valve-produced video explaining sub-tick in plain language would go a long way to clear confusion.
  • Open API or Tools: Give the community tools to test and verify how the system works. Transparency builds trust.
  • Match Replay Accuracy: Demo playback in CS2 still has some syncing issues. Replays should match what players experienced in real time, especially if sub-tick is to be fully trusted.

Valve’s foundation is strong—now it’s about refining the experience.

Final Thoughts on Tick Rates and Sub-Tick

Summary of What We’ve Learned

We’ve gone deep into the mechanics, history, and real-world impact of tick rates and sub-tick systems in CS2. Here’s the big picture:

  • Tick rate was once the gold standard for measuring server quality, especially with 128-tick becoming a competitive benchmark.
  • CS2 introduced sub-tick to improve input accuracy by capturing the exact moment actions occur, instead of batching them by server ticks.
  • Sub-tick provides more responsive shooting, peeking, and movement, even on 64-tick servers.
  • Competitive players are slowly adapting to sub-tick, appreciating the improved hit registration and fairness.
  • Casual players may not always feel the difference, but it’s there—and it matters over time.

Sub-tick is not just a feature—it’s a philosophical shift in how FPS netcode is handled.

Should You Care as a CS2 Player?

Absolutely.

Even if you’re a casual player who just hops into Dust2 for fun, sub-tick is working quietly in the background to give you a more accurate, fair experience. And if you’re competitive? Sub-tick could be the difference between a win and a loss in a high-stakes clutch round.

Sub-tick shows Valve’s commitment to pushing the boundaries of what’s possible in online competitive shooters. And if CS2 is the first step, the future of FPS gaming is looking very sharp.

Conclusion

Tick rate used to be the defining factor of a server’s quality. But with CS2, Valve has introduced a system that breaks that mold.

By implementing a sub-tick architecture, Valve has made input timing more accurate, gameplay more responsive, and server performance more efficient—all while bypassing the traditional tick-rate limitations.

This change not only impacts the way players experience the game but also sets a new benchmark for the future of competitive multiplayer netcode. Sub-tick is more than a technical upgrade—it’s a statement.

So next time you land a crispy one-tap or win a peek battle by a millisecond, remember: it might just be sub-tick working in your favor.

FAQs

Is 128-tick still better than sub-tick?

Not necessarily. Sub-tick achieves 128-tick-like responsiveness without the performance costs. While 128-tick servers offer high-frequency updates, sub-tick captures input precision down to the millisecond, often making it more accurate overall.

Why does CS2 feel different from CS:GO?

CS2 uses a new engine (Source 2) and a sub-tick netcode system. Combined with new animations, sounds, and graphical effects, the feel of movement and shooting is slightly different. Over time, players adapt and notice improved consistency.

Can I choose server tick rate in CS2?

No. Valve has standardized matchmaking servers with sub-tick technology, so you don’t choose between 64-tick or 128-tick. All servers use the new model for better consistency across matches.

How can I tell if sub-tick is working?

While you can’t see it directly in CS2’s UI, you’ll notice its effects in more consistent shooting, better peek timing, and fewer input delays. Third-party tools or high-speed camera recordings can help analyze it technically.

Is sub-tick just marketing hype?

Not at all. Sub-tick is a legitimate technical innovation. It’s designed to improve hit registration and input precision without increasing server load, and early results show it performs better than traditional 128-tick servers in many cases.

author avatar
Oliver Dickinson