CS2 - Sub-Tick Analyzed (better than 64 / 128 tick?)

CS2 - Sub-Tick Analyzed (better than 64 / 128 tick?)

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Using Wireshark to Monitor Network Packets

Overview: Using Wireshark to monitor network packets to see if we can figure out some subtics.

Testing Different Servers

  • Tested three different servers: 64 tick valve official server, 128 tick Community server, and Valve official server and CS2 that uses subtik.
  • Filtered out 10 seconds of a long packet capture that was done to the servers.
  • Logged the packet numbers, timestamp, time between packets, source, destination, length of the packet, and port stuff.

Results of Testing

Overview: Results of testing the three different servers.

64 Tick Server

  • Average millisecond between packets is 15.62 milliseconds.
  • 10 seconds captured roughly 64 packets per second.

128 Tick Community Server

  • Average millisecond between packets is 7.81 milliseconds.
  • 10 seconds captured roughly 128 packets per second.

CS2 Server

  • Average millisecond between packets is 7.84 milliseconds.
  • 10 seconds captured roughly 128 packets per second.
  • Fastest time between packets is 0.015 milliseconds.

Conclusion

Overview: Speculating on the results of the testing.

Conclusion

  • Speculating that all this confirms the server's tick rate.
  • Speculating that Valve's subtick system is just too good to be true, so they had to optimize it.
  • Speculating that important stuff in the game like shooting is sent instantly and the boring stuff like throwing a grenade is back in the bus.
  • Speculating that subtick is real and faster than 128 tick overall.

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Check out Skinsmonkey: https://skinsmonkey.com/r/MAXIM Update video: https://www.youtube.com/watch?v=AmIGvTrvkU8 00:00 - Intro 00:29 - 64 & 128 & Sub-Tick Analyzed - 🔔 Subscribe for new videos every week: https://www.youtube.com/channel/UCPKbW1excf-E7Tmwom1AgkQ?sub_confirmation=1

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