@Brammflakes@WARDOGS Having to play on EU Servers when we stay in South Africa. @Brammflakes we have many South Africans playing your game, please give us local servers cause playing on 170 to 200ms ping against 30ms is difficult.
We are very excited to let you know that in early December, we will release the first trailer for the next Grand Theft Auto. We look forward to many more years of sharing these experiences with all of you.
Thank you,
Sam Houser
Springboks winning this years World Cup! The final will be The Boks v The All Blacks. Boks winning by 1 point! Bookmark this tweet! #RWC2023#Springboks#AllBlacks
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.
Huge congrats to South African MMA and South Africa, period! That is an incredible win for them inside the UFC’s Octagon! Title fight next for sure!
Let’s go S.A 🇿🇦 ❤️
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