@Thorin Ive known thorin now for years and all he does is just creating drama. Actual knowledge of this man is quite bad and if he really had some knowledge, he is really using it badly. @Thorin I have one wish/demand: PLEASE change your "self-proclaimed" title as "Esports HISTORIAN".
🚨✨ Leo Messi, expected to win the Ballon d’Or 2023.
Understand all the indications are set to be confirmed but Messi will be the final winner once again.
Official decision to be unveiled Monday night in Paris.
🇦🇷 It will be Messi’s historical 8th Ballon d’Or.
Tick-rate rant
Disclaimer: This is about tick-rate, not sub-tick. If Valve can make sub-tick better than 128t, that would make everyone happy. I hope they do.
I've joined surf servers many times which are using 64t, then go into an aim map forgetting that it loads up the same 64t from the previous server. That is offline, however in a few moments I see - oh damn, time to restart the game. Need to load it up in 128t. I literally get bad hit reg and my strafing/counter-strafing doesn't match up to my shots like they do in pro games. That is in offline playing in a map where you get 1000FPS, no performance issues.
In the end it's easy to notice you are playing 64 tick when you are strafing, shooting, bhopping, throwing nades, getting bad hitreg. Stuff like that simply doesn't happen as much as in 128t, it's more consistent and fits the gameplay better. The argument, oh well why stop at 128t, lets go for 256t is just a bad take. Of course it would be an improvement, but an unnecessary one. I believe 128t is already at such low latency, that it's extremely rare to have an impact on gameplay events. The advantage of also having a tick-rate is consistency. That's what makes 128t as good as it is, because the delay is small enough and so consistent, that getting bad hitreg would be very rare, the game doesn't feel off, strafing and shooting feels better - because that delay is small enough for a person, even a skilled one, to have no effect.
We have to realize that we are human, not robots. If you push the tick-rate high enough it might be possible to notice a difference, but the impact is minimal. My point is that 128t is already high enough to not have issues in your gameplay. 64t on the other hand, especially for high level gameplay is not good enough. The feedback you get from the game especially when you are good at it - it's trash. You feel it. As launders pointed out, CS is all about getting a grip of your game and playing on feeling. That's why we are using 128t today in every server.
I think it's a similar issue to monitors, there's some which have 500Hz, but people are still using 240/360Hz or even 144Hz. While I am switching between 240/360Hz depending on the tournament, I would never go back to 60Hz. No one would. If you go high enough, eventually it doesn't matter. You just need to find the sweet spot.
This is definitely about finding the balance and seeing how far it is necessary to push the limit. I think by now we have enough data that 64t is bad and 128t is good enough.
I hope Valve can make sub-tick as consistent or even more consistent than nowadays 128t servers.
Tick-rate rant
Disclaimer: This is about tick-rate, not sub-tick. If Valve can make sub-tick better than 128t, that would make everyone happy. I hope they do.
I've joined surf servers many times which are using 64t, then go into an aim map forgetting that it loads up the same 64t from the previous server. That is offline, however in a few moments I see - oh damn, time to restart the game. Need to load it up in 128t. I literally get bad hit reg and my strafing/counter-strafing doesn't match up to my shots like they do in pro games. That is in offline playing in a map where you get 1000FPS, no performance issues.
In the end it's easy to notice you are playing 64 tick when you are strafing, shooting, bhopping, throwing nades, getting bad hitreg. Stuff like that simply doesn't happen as much as in 128t, it's more consistent and fits the gameplay better. The argument, oh well why stop at 128t, lets go for 256t is just a bad take. Of course it would be an improvement, but an unnecessary one. I believe 128t is already at such low latency, that it's extremely rare to have an impact on gameplay events. The advantage of also having a tick-rate is consistency. That's what makes 128t as good as it is, because the delay is small enough and so consistent, that getting bad hitreg would be very rare, the game doesn't feel off, strafing and shooting feels better - because that delay is small enough for a person, even a skilled one, to have no effect.
We have to realize that we are human, not robots. If you push the tick-rate high enough it might be possible to notice a difference, but the impact is minimal. My point is that 128t is already high enough to not have issues in your gameplay. 64t on the other hand, especially for high level gameplay is not good enough. The feedback you get from the game especially when you are good at it - it's trash. You feel it. As launders pointed out, CS is all about getting a grip of your game and playing on feeling. That's why we are using 128t today in every server.
I think it's a similar issue to monitors, there's some which have 500Hz, but people are still using 240/360Hz or even 144Hz. While I am switching between 240/360Hz depending on the tournament, I would never go back to 60Hz. No one would. If you go high enough, eventually it doesn't matter. You just need to find the sweet spot.
This is definitely about finding the balance and seeing how far it is necessary to push the limit. I think by now we have enough data that 64t is bad and 128t is good enough.
I hope Valve can make sub-tick as consistent or even more consistent than nowadays 128t servers.