128 tick server matchmaking

Argument 2) 128 tick provides better hit registration.

This results in a better gameplay experience more precise movement and hit-detection , because the server and the client are updating each other with a higher frequency. Of course this is very simplified, but to understand the advantage of a higher tickrate, you firstly need to understand the basics of multiplayer networking within the Source Engine. Valve is running an official wiki with some good explanations how the netcode works in CS: We could summarize this information with our own words, but we feel like you should read the official words from Valve: The server simulates the game in discrete time steps called ticks.

By default, the timestep is 15ms, so During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.

The client and server communicate with each other by sending small data packets at a high frequency.

A client receives the current world state from the server and generates video and audio output based on these updates. The client also samples data from input devices keyboard, mouse, microphone, etc.


Clients only communicate with the game server and not between each other like in a peer-to-peer application. Instead, the server takes snapshots of the current world state at a constant rate and broadcasts these snapshots to the clients.

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Network packets take a certain amount of time to travel between the client and the server i. This means that the client time is always a little bit behind the server time. Furthermore, client input packets are also delayed on their way back, so the server is processing temporally delayed user commands.

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These time differences between server and client causes logical problems, becoming worse with increasing network latencies. In fast-paced action games, even a delay of a few milliseconds can cause a laggy gameplay feeling and make it hard to hit other players or interact with moving objects.

Besides bandwidth limitations and network latencies, information can get lost due to network packet loss. If you are interested to dip even deeper into the netcode of CS: He greatly visualized the basics of a netcode in online games and also measured the delays in CS: GO and compared them to other games. Old versus New Hitboxes On 15th September Valve released an update, which improved the old player skeleton and hitbox system in CS: Ends in 03 d Ends in 14 d We use only the best tick servers and all results and stats are automatically tracked and visualised.

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128 Tick Doesn't Matter

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