Counter-Strike 2 Tick Rate Explained

preview_player
Показать описание
Here’s how the new Counter-Strike 2’s tick-rate is gonna work, because it’s a pretty big deal for the entire game industry.
The game will make calculations based on the data received from your mouse & keyboard & then apply it to the game’s logic.
This will then be split up into packets and sent over the internet onto the game’s servers.
Then the servers will compare all of this data & send the updates back to the clients.
This way all of those nanoseconds will actually be able to be compared if needed, instead of just having a fixed tick rate of 64 or 128, which is basically the amount of times per second or time interval; that the game updates.
That’s at least how I think Valve will be implementing this, but I don’t have the actual code in front of me so I can’t know for sure.
But I can say that you should follow this channel, like right now.

SUBSCRIBE OR YOUR PC WILL BLUESCREEN
╔═╦╗╔╦╗╔═╦═╦╦╦╦╗╔═╗
║╚╣║║║╚╣╚╣╔╣╔╣║╚╣═╣ ❤️💬🔔
╠╗║╚╝║║╠╗║╚╣║║║║║═╣
╚═╩══╩═╩═╩═╩╝╚╩═╩═╝

0:00 Summary
0:48 Extra thoughts

Рекомендации по теме
Комментарии
Автор

*Summary Explanation:*
Basically imagine that right now the game had to report what you're doing 64 times per second ("I'm x, y, z at 1/64", "I'm x, y, z at 2/64", ... "I'm x, y, z at 64/64")

Now with this system, as soon as you do something the game will send it to the server & your info is also gonna have a timestamp of when you've done something.... So let's say you're at a 1v1 AWP battle & you both shoot at each other; one player's info might be "Shot AWP at 0.3456" and the other's "Shot AWP at 0.3455"...(Also if the first player has a faster connection & his data arrives first it doesn't really matter as the server will be looking at the timestamp, and as it can see the 2nd player fired slightly faster...)

Hope that clears it up... a bit :P

DailyTechNews.mp
Автор

Thank you so much, I was looking for the technical explanation of this new system

joaofurukawa