MrMaxim, a famous CS:GO Youtuber, released an analysis video on the new Sub Tick system in CS2. Previously working in IT related industries, he used the network packet scanning tool Wireshark to analyze the data packets of CS:GO 64tick Official Server, 128tick Community Server, and Sub Tick Server in CS2, and drew very interesting conclusions.
CS:GO 64tick Official Server
In the official 64tick server, apart from the network fluctuations caused by VAR, the average time between each packet in the 64tick server is 15.628 milliseconds, very close to 1/64 second. At the same time, the phase difference time between each data packet also remains around this value.
CS:GO 128tick Community Server
In the official 128 tick server, apart from the network fluctuations caused by VAR, the average time between each packet in the 128 tick server is 7.8 milliseconds, very close to 1/128 seconds, which is just half of the data in the 64 tick server. At the same time, the phase difference time between each data packet also remains around this value.
CS2 Sub Tick Server
But on CS2’s Sub Tick server, something interesting happened. Although the average time between packets is very close to 7.8 milliseconds of a 128tick server, the number of packets transmitted per second is also 128, as is the case with a 128tick server. However, the transmission time interval of its data packets is very interesting. There are two time rules, namely, “fast and slow”, in the data packets, which are used to transmit data simultaneously in a 64tick of 15 milliseconds and a 0.022 millisecond.
According to the MrMaxim’s guess, it may be precisely the innovation of CS2 Dynamic Tick. In the game, data packets related to shooting will be transmitted on “fast” data packets, while other less important parts such as props throwing will be transmitted on “slow” data packets. Therefore, the shooting experience in the game will be more silky than the previous 64tick and 128tick servers, while ensuring that the throwing of props will no longer be affected by the server tick.
This may also be the reason why professional and community players previously felt that “the body method is still like a 64tick, making it difficult to jump in succession.” Perhaps the data related to character movement in the game is still transmitted on a “slow” packet, and the transmission law of the packet is exactly the same as that of the previous 64tick server, which transmits every 15 milliseconds.
The above conclusions are all guesses made by MrMaxim based on network packet capturing data. Do you think the “fast slow” tick combination made by Valve is good or bad compared to the previous mainstream 128 tick in the community?