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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