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However, the vast majority of people would probably be unable to tell the difference between different server tick rates. The reason why is that due to the doubled amount of processing time, the server logs the release at a different time meaning the trajectory will be different, so the grenade will land and activate at a different time. There’s multiple examples of grenade line-ups that require jumping or running, which don’t work when you move up or down server tick rates.
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The most noticeable difference between the two server tick rates is when throwing grenades. With twice the processing time, the accuracy of your weapons will be higher meaning it’s more likely that every bullet will count. Simply put, 128 tick servers offer double the processing time. If you compete in tournaments or Pick-Up Game (PUGs) on services like ESEA or FACEIT, then you'll be playing on 128 tick servers. On the official matchmaking servers hosted by Valve, the servers are exclusively operated on a 64 Hz tick rate.
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The player’s own PC has a tick rate as well, referred to as a “client-side tick rate.” This is set by the user, and effectively does the opposite of what the server does, by sending out the data, calculations and input performed on the user’s PC Main differences between CSGO tick ratesįor the purposes of this article, we’ll focus on the differences between the two main values used in CSGO, 64 and 128 tick. It’s not only servers that are rated through tick rates.
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The more ticks per second each server, the more instruction sets it can go through, providing more accurate physics, movement and hit registration during games. So on a 64-tick server, each second of time the server goes through that entire instruction set 64 times.
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This means that for each second, a server undergoes a certain amount of ticks. Every time a server performs that set, it has undergone one tick.Ī server’s tick rate is measured in Hertz (Hz), however, most mentions usually just use the number. This can be collecting and calculating different events caused by players or physics objects, how they’ll cause other parts of the game to react, and then send those calculations back to the players. In simple terms, a tick is when a server completes an instruction set. For those of you not totally familiar with CSGO, or even online gaming, you may be unaware of the concept of tick rate.