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CS2Apps

Game history

Sub-tick networking timestamps every input to the millisecond

Instead of locking actions to 64 or 128 server ticks per second, CS2's sub-tick architecture timestamps every fire, jump, and movement input and applies it at the exact moment it was pressed. Tick rate stops mattering for the moment a shot is registered.

Source: Counter-Strike 2 dev blog

Today’s fact#subtick-explained

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