128 tick servers require an upload bandwidth of at least 125kb/s to ensure smooth and packet-loss free gameplay. People on atrociously slow internet connections are able to see the impact in their upload graphs. Nevertheless, 128 tick servers are more demanding on bandwidths and general network quality than 64 tick servers and that is not only an issue on Valve’s end. I already hear the screaming masses shouting for my blood because all this is not a valid reason for Valve to deny their paying customers the best possible service and you have a point with that. I’m saying that if you’re unable to reach that Global Elite status, it’s not the tickrate or resulting hit registration that is holding you back. I am not saying you should not be caring about having the best servers available. The people caring about higher tickrates are the high ranking minority actually able to tell the difference, as well as people looking for excuses why their spray over the whole distance of A-Long only connected with one bullet. In practice, however, there is a reason why the numbers of people playing MM still vastly overshadow the subscribers of all pugging services combined. Firstly, CS:GO players seem to be incredibly skilled and receptive to notice such an incremental difference and, secondly, the question why Valve doesn’t simply provide all players with the best tickrate possible. In theory, this incredibly small difference brings up multiple things. On your standard 64 tick MM server, all actions of the server are updated 64 times in a single second or about every 15 Milliseconds, while the praised 128 tick tournament servers update around every. The frequency in which the server does so per second determines our famous tickrate. To work around this, the server draws information from the clients connected and updates the game accordingly in set intervals, so called ticks. However, due to the infrastructure of the internet and ultimately physics, a completely real-time communication between server and client cannot be achieved. Intuition might tell us that this connection consists of a steady flow of information between the server and the client. When joining a game of CS, no matter if MM, pug or community match, your pc – which we will be calling “client” from here on out – is establishing a connection to a specific server running the game. ![]() Vocal players and full time redditors have been very vocal in demanding “128 tick servers” for a very long time, but what does tickrate actually do? Not many settings in CS:GO have been subject to such heated debates as the “Tickrate” has induced. A higher tickrate leads to a more “precise” calculation of what is happening and subsequently to better hit registration and easier bunnyhops. MM Servers update 64 ticks per second, tournament servers at 128. In short: The tickrate determines how often the server updates what is happening on the server. ![]() Most of the information displayed here is based on Valve’s Developer Community posting on Source Multiplayer Networking which can be found here. You can display some of the variables talked about here in-game by enabling your Netgraph via the command " net_graph 1" in the console. Granted, these are complex issues but I promise that you don’t need to be a network engineer to understand how that freaking T just killed you without being on your screen! ![]() To do so, we have to dip into some intricacies of CS:GO’s technicalities: Tickrates, interpolation, ping and even framerate are all concepts that need to be regarded when attempting to get a grasp on things like peeker's advantage. This small collection of information now aims to give you an overview as to how these situations arise and showcase a few ways to take the “WHAT?” out of WTF. Well, apart from the screaming “WTF” in voice chat that typically follows. If you played Counter-Strike, any Counter-Strike for that matter, for more than a few dozen hours, you probably know the situation of an opposing player peeking and killing you without offering the slightest chance of any reaction.
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