Home » ExitLag News » Subtick System In Counter-Strike 2: A Deep Dive Into Its Impact On Gameplay

The gaming community has been abuzz with discussions and debates ever since Valve introduced the subtick system in Counter-Strike 2 (CS2).

This innovative system has sparked curiosity, skepticism, and a plethora of theories among gamers and experts alike.

ExitLag made this article aiming to explore the subtick system, its functionality, and its consequential impact on gameplay, particularly focusing on issues like lag and FPS discrepancies.

Understanding Tickrate And Subtick In Counter-Strike 2

To comprehend the subtick system, it is pivotal to first understand what a tick is in the gaming context.

A tick represents a snapshot of everything occurring on a game map at a specific moment, encapsulating player actions, positions, and server states.

In CS:GO, servers update the game world state 64 times per second, which translates to every 15.6 milliseconds, with each update referred to as a tick.

Subtick, as introduced in CS2, is something smaller and within a tick.

The subtick system is designed to mitigate errors that might occur between a player’s action (click) and the game state update on the server.

Every piece of information sent from the client to the server has an attached timecode, ensuring that the server collects information from all clients in a chronologically correct sequence before sending the updated game state back to the clients.

The Subtick System: A Solution Or A Problem In Counter-Strike 2?

CS 2 SUB TICK

The subtick system, introduced in CS2, has been enveloped in a cloud of skepticism and curiosity since its inception.

Designed to enhance the gaming experience by mitigating discrepancies and errors in tickrate, it has become a double-edged sword in the CS2 gaming environment.

On one hand, it promises a smoother and more accurate gameplay experience by ensuring that every player action is chronologically synchronized with the server updates.

On the other hand, it has been linked to various gameplay issues, such as Lag and FPS problems, which have sparked debates among players and experts alike.

Some players have expressed dissatisfaction with the system, citing that it does not deliver the seamless experience it promises.

Furthermore, the complexity of the subtick system has raised questions about its necessity and efficiency in addressing the issues it was designed to solve.

The gaming community finds itself at a crossroads, weighing the innovative approach of the subtick system against the tangible issues it presents, thereby sparking a continuous debate: Is the subtick system a groundbreaking solution, or has it birthed a new set of problems in CS2?

Subtick Impact On Counter-Strike 2 Gameplay: Lag, FPS, And Other Issues

1. Lag Issues

  • The subtick system sends larger packets every 15-16 milliseconds and smaller ones almost immediately after, potentially increasing the data load and causing lag in gameplay.
  • Players have reported experiencing delays, which could be attributed to the system’s frequent data transmission, impacting real-time responsiveness in the game.

2. FPS (Frames Per Second) Discrepancies

  • The increased data being sent and received might be demanding more from players’ hardware, affecting the frame rate and causing FPS drops during gameplay.
  • Players with lower-end PCs might experience significant FPS issues, hindering their gaming experience and creating a disparity among the player base.

3. High Ping

  • The subtick system might be contributing to higher ping times for some players, particularly those with slower internet connections.
  • High ping times can result in noticeable delays during gameplay, affecting player actions and reactions, and ultimately impacting the overall gaming experience.

4. Stuttering

  • Players have reported experiencing stuttering during gameplay, where the game seems to freeze momentarily before continuing.
  • This stuttering could be a result of the subtick system’s frequent data transmissions, which might be causing intermittent interruptions in the game flow.

5. Hit Registration Issues

  • The subtick system, while intended to improve hit registration by ensuring chronological accuracy of actions, might be contributing to discrepancies in hit detection.
  • Players have reported instances where hits, particularly those executed in rapid succession, are not being registered accurately, affecting gameplay and competitive integrity.

6. Server Overload

  • The frequent transmission of larger and smaller packets might be putting a strain on game servers, potentially leading to server overloads and crashes.
  • Server issues can disrupt gameplay, causing unexpected disconnections and loss of game data.

7. Network Strain

  • The subtick system might be demanding more bandwidth due to its frequent data transmissions, potentially straining players’ network connections.
  • Players with limited or unstable internet connections might experience more significant issues, such as packet loss and jitter, impacting their ability to play the game smoothly.

8. Hardware Incompatibility

  • The system might not be fully compatible with all hardware, causing issues for players using older or less powerful PCs.
  • Hardware incompatibility can lead to a range of problems, from minor glitches to the inability to run the game effectively.

9. Inconsistent Gameplay Experience

  • The issues stemming from the subtick system might be creating an inconsistent gameplay experience, where players encounter varying levels of performance and stability.
  • This inconsistency can be particularly problematic in competitive play, where a stable and reliable gaming environment is crucial.

The Ongoing Debate: 64 vs 128 Tickrate

The debate between 64 and 128 tickrate servers has been reignited with the introduction of the subtick system.

Despite the innovative approach of subticks, some players believe that CS2 servers still operate with a 64 tickrate, as they can feel and indicate the difference between 64 and 128 tickrates1.

This has led to discussions about whether the subtick system is indeed a revolutionary solution or if moving to 128-tick servers would be a more straightforward resolution to the issues at hand.

Navigating The Subtick System In CS2

The subtick system in CS2 has undoubtedly shaken the gaming world, sparking debates and theories about its functionality and impact on gameplay.

While it promises a solution to previous tickrate issues, it has also been linked to several gameplay problems, such as Lag and FPS issues.

The gaming community continues to explore and understand this system, awaiting further explanations and updates from Valve.

As the discussions and explorations continue, it is crucial to remember that the subtick system represents a novel approach in the gaming world, and its long-term impact remains to be seen.

Whether it will stand the test of time and user scrutiny or evolve into a different solution is a story yet to unfold.

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